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Topic Starter Topic: Re: Screenshots

Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-15-2009 01:40 AM           Profile   Send private message  E-mail  Edit post Reply with quote


sweet. I think that'll look wicked with a sunburst red/orange light coming from the door way and some light fog rolling on the ground out the door.

Maybe have some torches on the insides of the pillars to light up the path?




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 04-15-2009 05:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
Still trying to figure out why the feet are drawing through the face of the tiger.

Z ordering, i.e. drawing front to back instead of vice versa? BTW, what is Catalyst Engine? The one I know is a Perl web MVC framework.




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-15-2009 11:32 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It's my long-term programming exercise.

Right now I'm just drawing a single mesh using D3DX's mesh container and the DrawSubset() function. I don't think the z-ordering is messed up but who knows? I'll get it sorted out today.

EDIT: Wasn't clearing the Z-Buffer :tard:

Anyways, I feel like I got a lot done today. Refactored the graphics code so it's cleaner and easier to use. It's also not a punishment to look at :smirk:

Now I'm not doing retarded crap like passing the direct3d device to both the renderer and the entities to be rendered. AND the entities don't have a render function anymore (quick hack to just get them drawn).

Working on cleaning the code up even more, implementing mesh instancing, and getting some scenegraph code thrown together.

EDIT 2: Didn't get any of the stuff I wanted to get done done. Instead I got Direct Input working, half a camera class coded, some bugs stemming from uninitialized pointers fixed, and the beginnings of a templated TCP/UDP winsock wrapper started.

Feels like an unproductive week :(




Last edited by Silicone_Milk on 04-20-2009 12:23 AM, edited 1 time in total.

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The Afflicted
The Afflicted
Joined: 28 Aug 2002
Posts: 899
PostPosted: 04-19-2009 07:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


I know I'm late to the party on this, but "wow" to hipshot:



That looks fantastic. That would go on the server faster than castor oil through a guy wearing a colostomy bag.

I hope to catch the final, if it becomes available.

thanks,
json



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-20-2009 03:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


[quote="schwim"][/quote]

viewtopic.php?f=10&t=40110



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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 04-24-2009 04:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


My first attempt at Q2W mapping. It’s large tdm, and ffa map. Composed of 3 main , big and open areas, connected by few smaller rooms, and corridors nest. Fast paced action, in brutal post Quake 2 environment :) .

Map comes with Quake2World

Image

Image

Image

Image

Image

Image

Image

Image



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Mercenary
Mercenary
Joined: 08 Oct 2006
Posts: 200
PostPosted: 04-24-2009 01:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


very nice




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Grunt
Grunt
Joined: 17 May 2007
Posts: 50
PostPosted: 04-24-2009 11:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


@g0th: I like the updated version with the close range camera angle a lot better. Though having an open door with glooming light as a focal point has been used many times before, I think it works pretty well in this case. Those pillars are great, I like the mystical look they have.

@ShadoW_86: Looking really nice, solid layout and clean texturing but I think you could use some more interesting shapes in your geometry. Or simply add some more hanging wires or pipes like in the 7th picture to avoid the blocky look. The white lights on the walls and the ceilings don't add too much to the atmosphere, imo. Maybe give them a slightly different color? the small green lights on the floor are a nice touch.




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Mercenary
Mercenary
Joined: 22 Oct 2001
Posts: 238
PostPosted: 04-27-2009 02:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


I still come here to check out stuff. What I find here lately is a lot of bickering, whining and no screenshots. Maybe get back to the essence of this topic?

Thank you,
UniKorn




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 04-27-2009 02:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


BJA: Thanks, I'm glad you like it :)

ShadoW_86: looking very good for q2

Here's another update



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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 04-27-2009 02:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


hay shadow those screenshots look wicked, the only thing i would change is the red and blue pipe texture, looks a little to streched. but great work none the less




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clueless
clueless
Joined: 02 Feb 2006
Posts: 571
PostPosted: 04-29-2009 07:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


very early q2w stuff:
Image



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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 04-29-2009 02:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've been updating wdm4 lately:

Image

Image

Image

Image




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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 04-30-2009 10:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


fuck yes more war§ow maps on my face please




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-01-2009 02:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


WIP: cpm layout

Image

Great to see the community still being alive and creative..

<3



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 05-01-2009 02:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sumatra: Nice looking layout!

Playing around with UT3...

Image




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-02-2009 02:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks, you can check out the layout in this thread. Feedback is very welcome.

Nice graphical contrast screenshot compared to mine :olo:



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The Afflicted
The Afflicted
Joined: 28 Apr 2008
Posts: 530
PostPosted: 05-02-2009 03:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


phantazm11 wrote:

Playing around with UT3...

Image


Wicked! :ducky:



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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 05-02-2009 09:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


nice phantazm11

now get some cool lightning in there!



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-02-2009 11:46 PM           Profile   Send private message  E-mail  Edit post Reply with quote


My winsock wrapping net library at work:



Takes 4 lines of code to create a socket, listen for incoming connections, receive data from established connections, and then do something with the crap you receive.

Currently only deals with TCP/IP connections but I plan on adding UDP support.

This is going to tie in to that "transparent tiger" shot I posted earlier ;)




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 05-03-2009 01:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


phantasm11: Are those all stock or custom assets? Whereas the screenshot looks really nice, if it is all stock assets then I'm somewhat less enthusiastic about it - because of the homogenous tones and lighting.

From experience with mapping for ut3 I know that achieving good lighting is a pain in the neck as all the emitted light gets washed out during the lightmapping process. If you want your level to stand out from others, I suggest you do some thorough experimentation on this subject. Ut3 can look great, but examples are very, very rare.

What bothers me most about the game (ignoring the bollox weapon system) is the difficulty to distinguish characters from the level due to the aforementioned washed out lighting, and other effects such as DOF and overly used fog volumes.

gl & hf :)




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 05-03-2009 04:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
http://i12.photobucket.com/albums/a242/caldiar/multi-connect.jpg

:olo:




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-03-2009 06:24 PM           Profile   Send private message  E-mail  Edit post Reply with quote


shush Im stoked on my first time doing any network-related programming with an API I'm completely unfamiliar with :P

The cool part about it that you can't see is the flexibility of the (templated) wrapper classes and how they deal with protocols.

On a side note, I had originally intended to just write a MUD but decided to separate the net code into a reusable static lib for other projects.

The next shot will have parallax occlusion mapped text :up:




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-07-2009 04:13 PM           Profile   Send private message  E-mail  Edit post Reply with quote


told ya they'd end up working together ;)



That text is being received from my simple server.

You can't see it here but the text scrolls up so every time it gets new data, the previous data scoots up a line.

I need to constrain it within a chatbox now.




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 05-09-2009 06:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


it's testing!




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 05-09-2009 06:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
I need to constrain it within a chatbox now.

Google for opengl console. Or just click the link. =)




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 05-09-2009 06:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Though it won't hurt to learn this all by yourself, either. To paraphrase Mortal Kombat: "There is no knowledge that is not power."




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Recruit
Recruit
Joined: 09 May 2009
Posts: 8
PostPosted: 05-09-2009 07:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey there, first post here :)

Here's something I'm working on for Quake2world:
All textures were made fron scratch.
Image



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Last edited by TRaK on 05-14-2009 02:20 PM, edited 1 time in total.

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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 05-12-2009 03:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Test render of some bamboo that I painted the textures for and modeled in a couple of hours. I have normal and specular maps for it as well, but not rendered in this screenshot.



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Glayven?
Glayven?
Joined: 23 Jan 2005
Posts: 13025
PostPosted: 05-12-2009 04:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian is growing pot again




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 05-12-2009 07:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


That's where I got the photosource fro... uh... PuFFnStuff sent me a photo of.. uh.. bamboo.



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The Afflicted
The Afflicted
Joined: 13 Mar 2005
Posts: 573
PostPosted: 05-14-2009 06:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


TRaK wrote:
Hey there, first post here :)

Here's something I'm working on for Quake2world:
Image


I checked out the site... seems like a great project. :cool: .




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-14-2009 12:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


WIP: pukka3tourney6 alpha20
Selfmade textures, still too much grey though...

Image



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Madman Philosophy
Madman Philosophy
Joined: 02 Jan 2008
Posts: 3782
PostPosted: 05-14-2009 01:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


sumatra wrote:
...still too much grey though...


Not at all. I really like the look of these "grey" maps. Though, TRaKs Q2W map is Fantastic! Seems to have found the perfect accents for it.



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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 05-14-2009 10:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


sumatra wrote:
WIP: pukka3tourney6 alpha20
Selfmade textures, still too much grey though...

I love the color combination and clean looks of the second and third shots (the second the best). The one I like the less is the first.




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