Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

ah....good plan, along the same lines as the foghull, I hadn't thought of that.
Whatever....
ALMighty
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Post by ALMighty »

dnky wrote:ah....good plan, along the same lines as the foghull, I hadn't thought of that.
I have the same problem in my map. What is foghull, will it make it work?
pjw
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Post by pjw »

seremtan wrote:make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little
Yeah, that. :)
Or just have a nice greenish sky...
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seremtan
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Post by seremtan »

ALMighty wrote:
dnky wrote:ah....good plan, along the same lines as the foghull, I hadn't thought of that.
I have the same problem in my map. What is foghull, will it make it work?
a foghull is just a normal cubemapped sky, only all the faces are monochrome (generally the same colour as the fog you want to use)

wviperw did a forest map with a foghull. here's the link:

http://wvw.planetquake.gamespy.com/maps/wvwq3dm7.html
dnky
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Post by dnky »

Thanks seremtan, logical and neat solution:
Image
Whatever....
Silicone_Milk
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Post by Silicone_Milk »

lookin neat man.
I like the noir style a lot too :)

Im also happy to see a monochrome map :D I had suggested that as a MC map challenge theme but nothing really came of it.

Sky's lookin a lot better in that second shot.
corsair
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Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I have been modeling for an application process for a school I'll hopefuly start attending after the next summer.

The request was to write an application, a resume, and to model a car with 1000 triangles at most accompanied with a texture map limited to 1024x1024 in size.

Image Image Image

^^ two renders and an editor shot.
Last edited by corsair on Mon Mar 26, 2007 5:01 pm, edited 1 time in total.
ALMighty
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Post by ALMighty »

corsair, you should convert that to Q3Rally. Looks neat! :)
corsair
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Post by corsair »

thats a neat idea, I'll look into that, thankyou 8D
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FragaGeddon
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Post by FragaGeddon »

ALMighty wrote:corsair, you should convert that to Q3Rally. Looks neat! :)
Does anybody actually play that mod?
dnky
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Post by dnky »

So far as level design is concerned, models are the future. Nice low poly model.
Whatever....
ALMighty
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Post by ALMighty »

FragaGeddon wrote:
ALMighty wrote:corsair, you should convert that to Q3Rally. Looks neat! :)
Does anybody actually play that mod?
Hehe, I guess it was a stupid idea.
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seremtan
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Post by seremtan »

ever played Quake Rally? what a pile of poo
corsair
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Post by corsair »

cant be THAT bad.. or is it..
dichtfux
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Post by dichtfux »

It is.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
ALMighty
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Post by ALMighty »

I think Q3Rally had potential, but the maps really sucked.
Moreigh
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QADEMZ beta shots and new map: Visor's Peak

Post by Moreigh »

QADEMZ beta1.5:
I hope it's harder, better, faster, stronger. Qademz map topic
Image
Image
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jump'n'trickin'... basic actions
Image
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VISOR'S PEAK in alpha stage:

Image
Image
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idea for jumppad peak - molten concrete, steam and smoke
Image
Last edited by Moreigh on Tue Mar 27, 2007 2:12 pm, edited 1 time in total.
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Just ripped useful grid switching feature from tempest and applied to gmax. :icon26:

It's quite a shame that parent 3dxmax does not support this feature till version 8. :shrug:
We can still use a grid object for this purpose, though.
But it means there always an unnecessary object floating around, which is a bit of an annoyance.

Image
a13n
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Post by a13n »

One of the maps I'm werking on for q3wduelctf mappack.
Image
Amphetamine
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Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

ALMighty wrote:I think Q3Rally had potential, but the maps really sucked.
Hey! I did one of the maps for Q3Rally! Although that map was not great in the looks department compared to what I'm doing now.
ALMighty
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Post by ALMighty »

Amphetamine wrote:
ALMighty wrote:I think Q3Rally had potential, but the maps really sucked.
Hey! I did one of the maps for Q3Rally! Although that map was not great in the looks department compared to what I'm doing now.
Hey, your map was probably the best one. Sorry, I think I exaggerated. I always thought the gameplay was bad, but maybe it was more because of bad psysics and not badly designed maps.
Amphetamine
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Post by Amphetamine »

I know that they had to make a lot of compromises with regard to physics because of engine limitations and average pc specs at the time. I remember there being a lot of issues with client prediction with 3+ opponents causing amazing slowdowns on average spec PC's at the v1 release.

TBH I'd like to see a new racing game based on Q3. With much higher machine speeds and the Q3 source availalbe there wouldn't have to be the workarounds and compromises that Q3R unfortunately suffered from. In terms of mapping there's a lot more that could be done now, given dotproduct terrain, projected decals, _skybox, lightmapped models, etc which just wern't around when Q3R was new.
Silicone_Milk
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Post by Silicone_Milk »

hehe Amp. Might be a possibility sometime this year ;)
*hint*
obsidian
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Post by obsidian »

[lvlshot]http://www.robotrenegade.com/temp/sunset.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:05 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
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Post by Silicone_Milk »

What exactly is that Obsidian?
As in, what engine?
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