Quake3World.com
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Screenshots
https://www.quake3world.com/forum/viewtopic.php?f=10&t=51
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Author:  Silicone_Milk [ 04-15-2009 01:40 AM ]
Post subject:  Re: Screenshots

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?

Author:  ^misantropia^ [ 04-15-2009 05:55 AM ]
Post subject:  Re: Screenshots

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.

Author:  Silicone_Milk [ 04-15-2009 11:32 AM ]
Post subject:  Re: Screenshots

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 :(

Author:  schwim [ 04-19-2009 07:31 PM ]
Post subject:  Re: Screenshots

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

Author:  Hipshot [ 04-20-2009 03:17 PM ]
Post subject:  Re: Screenshots

[quote="schwim"][/quote]

viewtopic.php?f=10&t=40110

Author:  ShadoW_86 [ 04-24-2009 04:40 AM ]
Post subject:  Re: Screenshots

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

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Author:  Grenader [ 04-24-2009 01:15 PM ]
Post subject:  Re: Screenshots

very nice

Author:  BJA [ 04-24-2009 11:33 PM ]
Post subject:  Re: Screenshots

@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.

Author:  UniKorn [ 04-27-2009 02:52 AM ]
Post subject:  Re: Screenshots

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

Author:  g0th- [ 04-27-2009 02:29 PM ]
Post subject:  Re: Screenshots

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

ShadoW_86: looking very good for q2

Here's another update

Author:  fKd [ 04-27-2009 02:39 PM ]
Post subject:  Re: Screenshots

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

Author:  dichtfux [ 04-29-2009 07:53 AM ]
Post subject:  Re: Screenshots

very early q2w stuff:
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Author:  jal_ [ 04-29-2009 02:02 PM ]
Post subject:  Re: Screenshots

I've been updating wdm4 lately:

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Author:  rgoer [ 04-30-2009 10:18 AM ]
Post subject:  Re: Screenshots

fuck yes more war§ow maps on my face please

Author:  sumatra [ 05-01-2009 02:11 PM ]
Post subject:  Re: Screenshots

WIP: cpm layout

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

<3

Author:  phantazm11 [ 05-01-2009 02:46 PM ]
Post subject:  Re: Screenshots

@sumatra: Nice looking layout!

Playing around with UT3...

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Author:  sumatra [ 05-02-2009 02:56 AM ]
Post subject:  Re: Screenshots

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

Nice graphical contrast screenshot compared to mine :olo:

Author:  monaster [ 05-02-2009 03:53 AM ]
Post subject:  Re: Screenshots

phantazm11 wrote:

Playing around with UT3...

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Wicked! :ducky:

Author:  g0th- [ 05-02-2009 09:45 AM ]
Post subject:  Re: Screenshots

nice phantazm11

now get some cool lightning in there!

Author:  Silicone_Milk [ 05-02-2009 11:46 PM ]
Post subject:  Re: Screenshots

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 ;)

Author:  corsair [ 05-03-2009 01:15 PM ]
Post subject:  Re: Screenshots

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 :)

Author:  ^misantropia^ [ 05-03-2009 04:26 PM ]
Post subject:  Re: Screenshots

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

:olo:

Author:  Silicone_Milk [ 05-03-2009 06:24 PM ]
Post subject:  Re: Screenshots

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:

Author:  Silicone_Milk [ 05-07-2009 04:13 PM ]
Post subject:  Re: Screenshots

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.

Author:  jal_ [ 05-09-2009 06:11 AM ]
Post subject:  Re: Screenshots

it's testing!

Author:  ^misantropia^ [ 05-09-2009 06:36 AM ]
Post subject:  Re: Screenshots

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

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

Author:  ^misantropia^ [ 05-09-2009 06:38 AM ]
Post subject:  Re: Screenshots

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

Author:  TRaK [ 05-09-2009 07:11 PM ]
Post subject:  Re: Screenshots

Hey there, first post here :)

Here's something I'm working on for Quake2world:
All textures were made fron scratch.
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Author:  obsidian [ 05-12-2009 03:44 PM ]
Post subject:  Re: Screenshots

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.


Author:  GONNAFISTYA [ 05-12-2009 04:43 PM ]
Post subject:  Re: Screenshots

obsidian is growing pot again

Author:  obsidian [ 05-12-2009 07:30 PM ]
Post subject:  Re: Screenshots

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

Author:  surgeon62 [ 05-14-2009 06:42 AM ]
Post subject:  Re: Screenshots

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: .

Author:  sumatra [ 05-14-2009 12:38 PM ]
Post subject:  Re: Screenshots

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

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Author:  Peenyuh [ 05-14-2009 01:38 PM ]
Post subject:  Re: Screenshots

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.

Author:  jal_ [ 05-14-2009 10:32 PM ]
Post subject:  Re: Screenshots

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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