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Topic Starter Topic: Re: Screenshots

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-20-2008 03:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think it works. Looks like it could be in a garage or something... I probably would have made the brick wall look more "flat" though...



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-20-2008 07:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pext wrote:
i really like the texture. could you give some explanations of the steps you took to make this texture?

i plan on texturing this one map that's been sleeping on my drive for ages and i'd like to go for some islamic style.


You make maps?

I created this texture in Photoshop though I didn't really have a predefined method for this texture, it was more or less trial and error and playing around with existing textures and blend modes until I got the results I wanted. A lot of my other textures have more of a predefined process, but sometimes just fiddling around with the software when you're bored results in some interesting textures. Recycling old stuff saves a lot of time, so even if you're not happy with some of your old stuff, keep them since you can manipulate them to add bits of detail to new textures.

One of my 'secrets' for textures is my large Wacom Intuos tablet which gives me precise control over opacity and brush size using the pen's pressure and tilt, which you can't do with a mouse. If you do any digital painting or photo editing I'd recommend getting a tablet, Wacom also makes their consumer grade "Bamboo" products which start at about $70, which is good enough for most people. You'll learn to love using one.

A lot of my textures start off in greyscale, because like this texture, the grooves, cracks and dirt is really just the presence or absence of light. The grooves are painted in black and light shiny bits are painted in white (both painted in on separate layers so I can later adjust them independantly). To add colour, I use a fill colour on a new layer and then paint in bits of other colours as needed. This also means that if I choose to change or adjust the colour of the texture later on (like if I decide it doesn't quite fit the theme of the map or with other textures) I can just fill in this layer without affecting any of the other details.

BTW, for modern game engines, working with colours and details on completely separate layers also helps you isolate your diffuse textures from specular maps and height maps which you can use to generate normal maps from. I can use the dark layers to generate height and normal maps, and the white layers to generate specular maps. I also often use them for alpha channels.

If you're using Photoshop, learn to use the 'blend modes', the drop down menu on the 'layers' palette. For this texture, I started off with a desaturated (greyscale) sandstone texture recycled from before, and then created a new layer and painted in the grooves and cracks with a brush using dark shades of black and then used one of the blend modes (overlay and multiply usually work well, though experiment with all of them). For shiny bits, I do the same with a white brush and add one of the blend modes (overlay or screen usually work well).

The previous layers are still predominately grey so to add a bit of colour I picked a nice medium brown-yellow colour and filled a new layer with this. Then I changed the blend layer to either 'overlay' or 'color' and this tints the layers underneath. Again, this makes it easy to change the colour in the future, in this case, I chose to desaturate the colour after I found the original colour to be too strong.

I then imported my old black stone texture and created a mask so that all I was left with were little black diamond tiles, which I tweaked a bit around the edges to make it look more like small square tiles.

For the 'dirt', I took the same black stone texture and inverted the colours and then applied one of the blend modes. Nice quick way of adding dirt and it doesn't even look anything like the original black stone.



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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-21-2008 03:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Castle wrote:

However this only explains the ENGINE and not what Overdose actually is...

And since with all the discussion you didn't get your answer, I'll try to provide it. My info is very old, tho, from quakesrc.org days. Hopefully odium will correct me where I'm wrong.

Overdose is a free standalone team-based multiplayer game featuring classes and set up in the quake universe (has this changed?). At that time it was described as a ET in the quake 2 universe (and I must add this time was before ET:QW was even announced).




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 12-21-2008 03:59 AM           Profile   Send private message  E-mail  Edit post Reply with quote


OverDose is set in its own universe, not Quake 2's. Easier that way, more free control over what we can design.

The actual game is a free stand alone game based on Quake 2's engine, modified to current gen standards. The gameplay is a mix of RtCW of old and ET:QW in style, however its more 90/10 in terms of the two, with RtCW's play style being much, much better (to all our team at least, ET:QW was a huge let down).

We have a few new key points that seperate us, like how do we have a Medic if players recharge health like in COD4? Those kind of things are all in the GDD, which is located here, and can tell you much, much much more, with descriptions, info and pics, about the game:

http://www.teamblurgames.com/overdose/d ... cument.zip




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 12-21-2008 06:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image

The map is designed for CPMA CTF / NTF gameplay and based on an existing map CP22 Des Hertogens Hove by Geit.
Join quakenet - #cpmpickup channel to test the map. Feedback and suggestions are welcome.

Top down map layouts, more screenshots and download link are available here:
http://www.simonoc.com/pages/design/maps_q3/silent.htm



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-21-2008 12:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks _very_ sklick!

The only annoyance I have with it, is that I'm doing a "similar" thing on a new DM level =) The multiple colored stairs, red and dark, have the same thing.

In the end, the levels will probalby not look even close though!

Keep it up.

When will you ever do a FFA or tourney level btw?

Edit: This style is really enchanting me..



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 12-21-2008 01:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Since I lurk here all the time, I cannot resist posting this utterly useless reply. I do not wish to interfere in any discussion. But lately, there has been a serious drought in screenshots and [NICE TRY BUT WE'RE OVER THAT NOW]. So please people, bring on more screenshots!

I'll shut up now :)



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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 12-21-2008 03:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot wrote:
When will you ever do a FFA or tourney level btw?


? Most of his maps has been FFA maps.




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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 12-21-2008 04:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sock
That leaned pillar makes me feel ut2k4-ish(dodging).
But there is a jumppad beneath.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-21-2008 04:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
Hipshot wrote:
When will you ever do a FFA or tourney level btw?


? Most of his maps has been FFA maps.


Yea yea, I know... What I don't know, is why I wrote that... I guess it's because his two latest have been CTF... getting too old for this play.



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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-21-2008 04:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


heh in my new map i also did the multi coloured stairs thing :) must be something in the ether...




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 12-21-2008 10:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


I got the idea for dark/light staircase designs from running around fjoggs latest ctf map. He had setup surface lights on alternative steps and I put the red/blue in my map as placeholder for when I come back and do a light pass! The map is pretty low poly and has very little detail compared to what I would love to do but this map is aimed at a different crowd of players. I have done FFA maps in the past but I seem to be cruising in the CTF lane at the moment.

Merry xmas everyone, Im off on family visits for a while. Check out the #cpmpickup channel if you want to test drive the map with human opponents. Also fjoggs has a couple of new maps that are available for testing.



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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 12-22-2008 11:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes! Ring in the new year and wish people a merry xmas @ #cpmpickup! ;)




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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 12-25-2008 05:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here is my current levelshot(a13n-dm000) work.
In game screenshots later(not yet built at all ATM).
Image




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-25-2008 06:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


Maybe you wanna build the level before you make a levelshot?



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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 12-25-2008 08:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


1stly levelshot, Hipshot!
This is my new approach(codename:hotshot).

By the way below is the theme music of this level.
Note it can be downloaed only 10 times due to the restriction by rapidshare.
So please refrain from downloading unless you really want to listen to it.

http://rapidshare.com/files/176884944/a ... 0.mp3.html

[edit:additional link added]
http://www.mediafire.com/?gmcddlbdyxr




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 12-27-2008 09:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium and Jal_ wrote:
Information on OverDose


Thanks that's all I wanted to know. :)

Sock!!!
Sock that level looks cool man!
Good STuffzz

I like that style its pretty cool



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 12-30-2008 07:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Merry Christmas ya filthy animal... And a happy new year!

Image Image Image Image




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 12-30-2008 07:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


You light glow makes much more sense now with the haze, even though the 'cone' shape from the center seems a bit of from a light tube like that...



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 12-30-2008 07:47 AM           Profile   Send private message  E-mail  Edit post Reply with quote


The actual cones are WIP. We are gonna use Q3 style meshes for the light glows there, but with zome sort of zFeather on the edges to make them much softer. Thats not coded yet, so rather than have a billion people message me telling me about how ugly the Q3 style light flares are, I kept this for now.




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-30-2008 03:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


all the cable is to fat. how thick does light wiring have to be... and also be careful, its looking mighty brown.




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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 12-30-2008 03:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Cool shots o'dium. Nice use of grime/decals.

fKd wrote:
all the cable is to fat. how thick does light wiring have to be...


Eh. I don't know about that.

There's a fine line to walk between ultra-realism vs. "hey, it's a game". Fatter wiring shows up better. Besides, this is not in Our World, right? Who's to say that physics aren't slightly different and wiring needs to be that thick, or needs thicker insulation because blahblahblah...




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 12-30-2008 03:53 PM           Profile   Send private message  E-mail  Edit post Reply with quote


fKd wrote:
all the cable is to fat. how thick does light wiring have to be... and also be careful, its looking mighty brown.


The wiring there is multiple cables strung together in a way, inside one larger tube. You dont have that there?

As for the brown comment... Well it IS Quake's engine :p But this is but one area. The next room is bright pink!




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 12-31-2008 01:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


The cables look fine to me, tbh. Maybe with the exception of the S shape one of them draws in picture 2 which is like too perfect and somehow manages to call my attention to that point each time I look at the shots. A minor thing in any case.




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 12-31-2008 11:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:

The wiring there is multiple cables strung together in a way, inside one larger tube. You dont have that there?


Yep, it's called conduit. And,

jal_ wrote:
The cables look fine to me, tbh. Maybe with the exception of the S shape one of them draws in picture 2 which is like too perfect and somehow manages to call my attention to that point each time I look at the shots. A minor thing in any case.


It's sturdy and can be shaped into perfect S's or whatever design you need. Makes perfect sense to me.




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the watching eye
the watching eye
Joined: 08 Feb 2005
Posts: 700
PostPosted: 01-02-2009 04:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


nice shots o'dium, just one little nitpick: the brick texture should be scaled down a bit I think. I count 20 bricks vertically next to the door. Now, a typical doorway is somewhere between 2 and 2,5 meters high, which would put these bricks at more than 10 centimeters in height. A normal brick is probably about half that height, which would explain why that shot looked weird to me.




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 01-02-2009 04:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Half to a little more. The ones I measured were between 5.7 and 7 cm or 2 1/4 to 2 3/4 inches. My door frame is 6' 9" or 1.83 m. Just for reference. I know it's probably different over there. I think I remember reading somewhere that the average doorway in England was shorter. :shrug:




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the watching eye
the watching eye
Joined: 08 Feb 2005
Posts: 700
PostPosted: 01-02-2009 05:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Scourge wrote:
Half to a little more. The ones I measured were between 5.7 and 7 cm or 2 1/4 to 2 3/4 inches. My door frame is 6' 9" or 1.83 m. Just for reference. I know it's probably different over there. I think I remember reading somewhere that the average doorway in England was shorter. :shrug:


You're sure your doorframe is only 1.8 m? I measure 2 meters, so that would mean I get to bump my head alot :p




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 01-02-2009 06:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


There was something wrong with my calculations. It's actually 2.05 m. So you might make it if you aren't wearing a hat. You Scandinavians are just too damn tall. I have some of the blood, just not the height. I'm only 5' 7" or 1.70 m.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 01-02-2009 08:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


He's dutch tho. :p




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 01-02-2009 08:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Well, damn near the same difference. Double :p




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 01-03-2009 04:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image

A new version (1AU) is up on the server for more testing. The website link page has been updated with new screenshots and a list of changes since last alpha. If you have any spare time, please drop by #CPMPICKUP channel and give the map a test drive! All feedback welcome.

Top down map layouts, more screenshots and download link are available here:
http://www.simonoc.com/pages/design/maps_q3/silent.htm



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Lasery Roboty
Lasery Roboty
Joined: 07 Jun 2004
Posts: 352
PostPosted: 01-03-2009 05:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
He's dutch tho. :p


The dutch are the tallest people in the world though, so even worse :D



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-03-2009 07:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wow, are you guys really on about the bricks in my shots? Ok... erm, if its an eye sore I can change it, just give me a final scale?




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 01-03-2009 07:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


I thought the bricks looked nice. Any smaller would make it look too busy.




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