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Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-29-2009 09:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


nitin77 wrote:
fkd/sumatra,

what levels? I love classic UT


Sent you a private message...



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Etile
Etile
Joined: 19 Nov 2003
Posts: 34900
PostPosted: 05-29-2009 01:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
We got a certain something working in OverDose... Can you tell what it is yet...?

Image


that's pretty shit-hot. the fact that someone can make something like that without having to manipulate every single vertex and then paint the entire bastard thing by hand is also pretty shit-hot. having painted terrain meshes in UT2K4 (ZZZzzzzzzzz.......) i can appreciate this




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clueless
clueless
Joined: 02 Feb 2006
Posts: 571
PostPosted: 06-05-2009 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Meet The Team - Marauders

In order left to right - Drone (Grunt), Locum (Medic), Scout (Recon), Technician (Engineer) and Infiltrator (Field Ops.)


Second one rather looks as if he needs a medic. ;)



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 06-10-2009 10:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


Working on something newish, please ignore as-of-yet un-sourced yellow spotlights:




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Grunt
Grunt
Joined: 10 Jun 2009
Posts: 64
PostPosted: 06-10-2009 10:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


*poke* *poke*

I am tehSandwich (AKA CyberSirius) and I'm a former Unreal Tournament mapper.
I'm new here and, after reading many tutorials and did many test maps, I started making a Q3 map.




This is obviously far from complete.

*runs away*




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 06-11-2009 06:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


You might be doing this already, but you should "miter" the edges of your angled brushes. I'm specifically referring to where the wall pieces next to your stairs are going upward... these should be skewed slightly instead of completely vertical. A little sketch:

Image

Also, I think it'd look better if you alternate between a stair trim with a light and one without, it's a little repetitive as-is. Looks good!




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Grunt
Grunt
Joined: 10 Jun 2009
Posts: 64
PostPosted: 06-11-2009 08:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Slightly more progress!




Next thing to work on, the sky.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-12-2009 03:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looks quite nice for a Q3 map!




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Grunt
Grunt
Joined: 10 Jun 2009
Posts: 64
PostPosted: 06-12-2009 06:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


Unimportant update!




Apparently, my texture detail level was not maxed in my previous screenshots.
Now, you should see lunaran's textures at their full glory.
Currently with a temporary sky. It will be darker than that.

EDIT: Here's the sky. Made using Bryce 5.5.




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2477
PostPosted: 06-17-2009 07:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


yay another ut mapper! welcome! looks interesting, waits for beta :)




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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 06-20-2009 02:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


My new map for Quake2World

Image

Image

Image

Image



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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 06-20-2009 08:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


great atmosphere, especially with the fog. But I think more angular architecture is needed.




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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 06-22-2009 07:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


prototype - - the tools that are used for tomb raider games and stuff worked with the textures in this game lol



edit - - fixed his jacket and hood color so it matches the character, in case youre wondering im trying to make an urban real life version of: http://www.animegalleries.net/albums/Na ... hi0129.jpg



a13n i saw what you wrote.. unless i was dreaming or you edited your post, I keep making the same character because its simple and im just learning how to model / texture / uv map / bump map, once i actually can make something halfway decent i'm obviously not going to keep making the same character over and over, besides, if you've played the game, a ninja DOES belong in it... not some hooded punk that has no eyebrows haha



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Last edited by Bacon on 06-23-2009 01:58 PM, edited 1 time in total.

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Grunt
Grunt
Joined: 10 Jun 2009
Posts: 64
PostPosted: 06-22-2009 11:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here's a 3 AM update.





I'm working on the other 80% of the level at the moment.

EDIT: fixed the pictures.




Last edited by tehSandwich on 06-23-2009 07:53 AM, edited 1 time in total.

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Grunt
Grunt
Joined: 18 Mar 2009
Posts: 50
PostPosted: 06-23-2009 02:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yep, I'm still banned.




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 06-24-2009 05:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Progress continues...




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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 06-24-2009 06:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


ShadoW_86: That kicks ass.

Kaz: This is also looking pretty sweet.




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 06-25-2009 08:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


Q3 doodle using ID textures ...





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4days Joined: 15 Apr 2002
Posts: 8193
PostPosted: 06-25-2009 10:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


that looks really atmospheric sock, especially the view from the windows. nice one.




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Veteran
Veteran
Joined: 20 Apr 2004
Posts: 168
PostPosted: 06-25-2009 03:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks great and reminds me a lot of quake 1 (which is good).




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Commander
Commander
Joined: 25 Mar 2002
Posts: 120
PostPosted: 06-25-2009 05:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Wow, Sock! That looks great.




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 06-25-2009 07:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


You should be banned for showing that much 'wood' ;)



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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 06-26-2009 01:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Updated/fixed final version of my map Necropolis, for Quake2World

Image

Image

Image

Image

Image

Image

Image

Image



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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 06-26-2009 06:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Kat wrote:
You should be banned for showing that much 'wood' ;)


Yeah I love using wood textures, they are alot of fun to use in non-wood like structures. The map is really just a doodle, no gameplay. I recently went to Barcelona on holiday and spent ages checking out all the Gaudi stuff. I especially like how he created organic shapes from traditional materials and I wanted to play with shapes as well, hence the doodle.

Thanks everyone for the comments, Im glad you liked it, it gives me an indication of what shapes work well together. If anyone is interested in any of the pictures I took of Gaudi stuff, they are all on my site. Some have descriptive text, some don't, Ive not really got round to finishing them off yet.



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foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
PostPosted: 06-26-2009 06:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


That looks excellent, shadow.
Better than most Q3A stuff, actually.




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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 06-26-2009 03:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Q3 doodle using sock's (mostly) textures ... :)


Image


Image




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 06-26-2009 03:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking cool. A little too much sun streaks, IMO. Turn down the opacity to 1/10 or so since each additional layer is additive to the next.



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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 06-27-2009 01:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


phantazm11 wrote:
Q3 doodle using sock's (mostly) textures ... :)


Nice to see more doodles, also good as prefabs for later on when developing maps. I especially like the broken wall stuff, always lots of fun to create.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 06-27-2009 01:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


I would say loose the sun streaks, since I don't think they seems to fit that lighting at all.
Looks cool otherwise.



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 06-27-2009 10:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks a lot for the advice guys.

I'll tone down the sunrays a bit but will probably keep them. The lighting is preliminary and far from final. Just wanted to get a general reaction to see if I was heading in the right direction. I can always count on you guys for honest advice.

Just a quick question. I've done a bit of searching but have come up empty handed so far. All of my terrain models are LWO's and do not block the player in game. Is there a trick (key/value pair) to make them solid, or should I reimport all models a second time with a clip material to overlay the originals? Terrain modelling in Q3 is new territory for me.




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4days Joined: 15 Apr 2002
Posts: 8193
PostPosted: 06-27-2009 11:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


google q3map_clipmodel




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 06-27-2009 12:16 PM           Profile   Send private message  E-mail  Edit post Reply with quote


phantazm11 - http://www.katsbits.com/cgi-bin/ikonboa ... &t=9&st=60

Embedding the mesh in simple clip brushes will make them solid. I remember there being a better way though but I couldn't find it on my first two searches.

Look around on Katsbits.com. Lots of stuff on idtech3/idtech4 level design through .ase (and I believe .lwo) meshes.




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 06-27-2009 05:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


either spawnflags 4 or spawnflags 2, one clips the other lightmaps




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 06-27-2009 06:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Cool stuff guys :)
I just meet Eagle Eye Sherry and he is cool and absolutely relaxed, lol hopefully I remember thia post tomorrow



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 06-27-2009 07:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
either spawnflags 4 or spawnflags 2, one clips the other lightmaps

@ phatanzm: Try and keep the use of the clipflag Kaz mentioned above to a minimum and on very basic shapes otherwise you'll hit the MAX_MAP_ errors in no time. Best thing to do, depending on the rest of the stuff, is just clipbrush the models in the editor or create simplified clip hulls with "clip" material applied (which is what Silicon linked to).



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