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Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 06-27-2009 10:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the information. That will help immensely.




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Trainee
Trainee
Joined: 13 Feb 2005
Posts: 39
PostPosted: 06-28-2009 11:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow there are a lot of awesome looking screenshots being posted. Q2W seems to have quite a few great looking maps (layout + design) out there already.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 06-28-2009 05:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


On a misc_model entity, spawnflags 2 clips, spawnflags 4 is for lightmaps. You can control these on a per-surface basis with q3map_clipModel as mentioned above.

Model autoclipping is a clever little hack so while it has it's uses, manual clipping (as in with actual clip BRUSHES) is highly recommended where possible. Bots also don't like off-grid and non-axial clip surfaces or they will act as if lobotomized with a screwdriver.



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The Afflicted
The Afflicted
Joined: 28 Apr 2008
Posts: 530
PostPosted: 07-01-2009 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Speaking of llyod's Tempest Utopia (well, not on this page but on 79 back in 2008): has anyone got any screens stored savely somewhere and is able to re-upload them? I only found the old thread here but the screens are not available anymore :tear: Thanks in advance!

[EDIT: Corrected grammar stuff]



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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 07-01-2009 02:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


just updated this old project. Think I'm about to call it finished



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foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
PostPosted: 07-01-2009 06:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice, goth. Really atmospheric. Is that rendered with the UT3 engine?
And did you create it just as this scene, or is it a shot of an actual map? If the latter, I'd like to see some more shots.




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 07-01-2009 11:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks Plan B, It's a scene that I rendered in Modo. I've played around with the idea to bring it into ut3 but I would need a lot more assets to build a map out of it.



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Mercenary
Mercenary
Joined: 08 Oct 2006
Posts: 200
PostPosted: 07-01-2009 04:50 PM           Profile Send private message  E-mail  Edit post Reply with quote




Some texture work. Loving Xreals features.




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 07-03-2009 03:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


More late night doodles, same theme just another room.








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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 07-04-2009 12:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


looking great Sock. Is this really all base q3 textures?



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The Illuminated
The Illuminated
Joined: 08 Sep 2000
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PostPosted: 07-04-2009 02:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


goth, it started out with just basic stuff but I added 3 wood textures because it is the one area of the ID set that is lacking. The skybox is an old one of mine and the glass is based on an existing ID texture.



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Grunt
Grunt
Joined: 18 Mar 2009
Posts: 50
PostPosted: 07-04-2009 04:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


Still banned.




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foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
PostPosted: 07-04-2009 07:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


I yearn for the day you post something useful, a13n, instead of this nonsensical bullshit you apparently get off on :(
You seem to have a genuine interest in 3d editing, so why not contribute constructively for a change.




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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 07-04-2009 09:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


a13n has been told numerous times that he needs to communicate with the Q3W admins and give them some assurance that he will not post garbage before being allowed to post again.

Until he chooses to do that, all of his posts (helpful or not) will be nuked. Kind of a shame. *shrug*

[/derail]




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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 07-04-2009 06:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Awesome shapes Sock.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 07-05-2009 10:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks great as always sock. Makes me wanna start mapping again. :-)




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 07-08-2009 03:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmn. I've never heard of Shadow_86, but clearly this Quake2World thing bears investigation...

Nice to see lots of nice work still going on in here. Maybe I oughta fire up Radiant again myself one of these days. I kinda miss id Tech.




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clueless
clueless
Joined: 02 Feb 2006
Posts: 571
PostPosted: 07-08-2009 08:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Shadow_86 == Shadow. I'm quite sure he posted q3a stuff here.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-08-2009 10:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


He has posted lots of stuff here.



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 07-10-2009 02:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Trying to be really methodical about this one, i.e. it's taking forever. I'm going to make the arch support doorway thing in 3ds and give it a unique texture and such, as well as a cool jp/tp. Lot of work to be done........ alot of looking at radiant like this: :offended:

:)





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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-10-2009 03:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Are you back to Q3 now Kaz? Seems you have been working with your own engine past 50 pages here? =)



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 07-10-2009 03:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Heh, well "my engine" and q3 are basically the same for mapping purposes, I'm really just interested in producing a cool level visually with this ;)




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 07-11-2009 03:10 AM           Profile Send private message  E-mail  Edit post Reply with quote










More sleepness nights with radiant and cogs are turning in my head. There are higher res versions as well, just add '_1024' to the end of the filename. The cogs all rotate and turn in the right directions as well.



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The Afflicted
The Afflicted
Joined: 27 Mar 2002
Posts: 793
PostPosted: 07-11-2009 04:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow sock, did you model those cogs? I can't even fathom how i would make them out of brushes.

Here's a little something I cooked up in a week for Urban Terror; most of the textures came from the requiem Q4 texture pack and the vehicles came from blackrayne.net :

ImageImage

And a couple of HD movies, if your into that kind of thing:

http://www.own3d.tv/watch/railed!-in-game,16204.html
http://www.youtube.com/watch?v=EpIbNtT9a5k




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-11-2009 05:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Industrial with railroads are always welcome =)
It's very hard to see, but is that a sky that I made?

@ Sock, I got gears In my current WIP too =) Let me guess, yours are rotating?



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 07-11-2009 07:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


lol... nice to see that you made good use of those cogs, sock (he sent them to me before and yes, they're all crazy brushwork - they don't call him the brush monkey for nuthin').



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The Afflicted
The Afflicted
Joined: 27 Mar 2002
Posts: 793
PostPosted: 07-11-2009 08:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes hipshot, its your Stormy days skybox; and ruddy nice it is too :)




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 07-11-2009 09:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


@hipshot, yeah the cogs all move in right direction and the teeth even link together perfectly. The textures on the cogs is not amazing but I am really trying not to get distracted with texture choices.

$NulL, They are all brushwork and on the grid as well. I know its crazy to create them in the editor but I like a challenge! :P Here is the source file if you are interested.

http://www.simonoc.com/files/misc/cogs_source.zip



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 07-11-2009 02:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


null: that reminds me of mp_depot from rtcw :)

I need to make a 1024x1024 version so i can use these on large surfaces, but it'll take awhile, making bricks is tedious :D

edit: i'm going to make it tile better also, there's too much difference between light/dark bricks, and some rows stick out too much

Image




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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 07-12-2009 03:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


sock your screens are super dark on my machine, almost to the point where I can't see them... guess I need to calibrate this monitor haha




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 07-12-2009 10:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


rgoer wrote:
sock your screens are super dark on my machine, almost to the point where I can't see them... guess I need to calibrate this monitor haha


I am a bit surprised because I raised the gamma of the screenshots by 15-20% so I assumed it would be ok to view on most screens. I know viewing these screenshots in a bright office is not good but there is not much I can do besides making special versions which are alot brighter. I did develop this map on a laptop in a cave so it might explain my screen settings :P



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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 07-12-2009 10:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
I did develop this map on a laptop in a cave


Are you still licking that fuzzy stuff off the walls?
(The pics look fine to me, brightness-wise, and very, very cool, content-wise. :))




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The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 07-13-2009 01:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


@pjw, even caves have benefits :P



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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 07-13-2009 04:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


sock, looks wicked.

is this still a doodle or becoming a proper map?




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-13-2009 04:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Interesting, the graphical direction for my current WIP is a more Quake (123) styled theme and instead of not using any iD textures at all, I aim for having alteast 50% of them from Q3s stock library. Seems your level sock is somehow close to this too? Judging from your screens and comparing with your latest(?) level, Mysic Gemini. Also, a great deal of this level will be developed on a laptop in a obscure place.

Edit: Gonna see about posting a screen later this week.



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