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Topic Starter Topic: Re: Screenshots

Eh?
Eh?

Joined: 25 Mar 2001
Posts: 31208
PostPosted: 02-26-2009 06:42 AM           Profile   Send private message  E-mail  Edit post Reply with quote


You say the grips don't make much sense but totally ignore the button/pull tab/release catch :D

lol :P



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This is not Æon!
This is not Æon!

Joined: 20 Jan 2002
Posts: 1775
PostPosted: 03-02-2009 06:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


*bump*

Alpha stage right now. Only need to fix some lightmap errors, odd texture alignments, go over clipping and some other small stuff.
Only custom textures.









I think I hurt my eyes doing this level, when I go back and look at History and Industrial, they both look so insanely gray. I though they looked pretty warm when I did them...



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The Illuminated
The Illuminated

Joined: 12 Mar 2005
Posts: 1484
PostPosted: 03-02-2009 07:23 PM           Profile   Send private message  E-mail  Edit post Reply with quote


pure sex.

I love the look of this level Hipshot. I'll definitely be downloading this one when you throw it up for beta :)




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Trainee
Trainee

Joined: 07 Aug 2006
Posts: 37
PostPosted: 03-02-2009 10:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Oh, Max btw.

Max and *.md5? Which exporter are you using?




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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 31208
PostPosted: 03-03-2009 12:34 AM           Profile   Send private message  E-mail  Edit post Reply with quote


There are two, I think I'm using Dertons?



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Veteran
Veteran

Joined: 16 May 2007
Posts: 192
PostPosted: 03-03-2009 10:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


You ridiculously talented bastard you Hipshot. =) Looks great. There are far too few DM levels that use colours or even explore a more subtle colour palette at all.




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Trainee
Trainee

Joined: 07 Aug 2006
Posts: 37
PostPosted: 03-03-2009 11:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
There are two, I think I'm using Dertons?

Hrm, interesting. I was having issues with both, especially in regards to animation. You've obviously overcome these obstacles via your showcasing, do you have a link on the Overdose site talking about the pipeline between MAX and MD5 using the script for your artists?




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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 03-04-2009 12:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.



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Trainee
Trainee

Joined: 07 Aug 2006
Posts: 37
PostPosted: 03-04-2009 09:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.


Thanks for being open to offer your assistance. I haven't touched the conversion in a bit, I'll try and get to it this week and report back the problem that I've been having. I've switched over to IDTECH4 for my castle map and building the cliffs and terrian in max, rather than brushes like I was doing in Q3.




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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 31208
PostPosted: 03-04-2009 11:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Remember that you can use Rad to export your brush work to a .obj file, and that will be MUCH easier to get correct scales/positions etc ;)



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Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5036
PostPosted: 03-04-2009 03:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


Simply amazing Hipshot.




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social engineer
social engineer

Joined: 13 Oct 2001
Posts: 29900
PostPosted: 03-05-2009 03:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot made me re-install Q3.




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The Afflicted
The Afflicted

Joined: 17 Jun 2001
Posts: 603
PostPosted: 03-05-2009 03:52 AM           Profile Send private message  E-mail  Edit post Reply with quote





Finished detailing all major rooms, some of the connections are left. Strictly following the layout ;-). The Andromeda texture set is VERY monotonous, need to do something about that -- geometry is already pretty varied throughout the map, but colors will need some work. More Shots: http://www.haukerehfeld.de/blog/2009-03 ... -detailing

Hipshot: Your use of textures and the texture set is great. I need to take a good look at that. Geometry could use a bit more detail? And those archways look so b-spline-quake3-tastic :P




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foolproof
foolproof

Joined: 11 Jan 2001
Posts: 5663
PostPosted: 03-05-2009 04:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot: awesome lighting and color in those shots.
Megaman: Great brushwork and texturing.

I'm going to give them both a spin :)




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Mercenary
Mercenary

Joined: 19 May 2007
Posts: 246
PostPosted: 03-05-2009 06:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


yeah some really nice stuff here. Good work all



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 7478
PostPosted: 03-05-2009 08:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


OMG, it's MegaMan, with a new map! I like what I see.



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Trainee
Trainee

Joined: 07 Aug 2006
Posts: 37
PostPosted: 03-07-2009 07:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.

Unknown property: "pos" in $Biped_Object:body is the error I'm recieving. I am also using der_tons exporter (I've also tried Berzerkers) with no luck. The mesh exports just fine, skeleton included, but it craps out when exporting the md5anim unfortunately.

I've hit the net and spent quiet sometime on various sites (this seems to be a common error) but no one has any real clue how to solve it.




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visual prowess
visual prowess

Joined: 30 Jul 2004
Posts: 935
PostPosted: 03-07-2009 08:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


Started to finally learn blender today, my first attempt at making a character model:




Yes I know it looks terrible but just like making quake 3 maps I hope I learn how to make good 3d models, it's kind of fun :paranoid:



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The Afflicted
The Afflicted

Joined: 27 Mar 2002
Posts: 787
PostPosted: 03-12-2009 03:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


A little something I'm putting together for urbanterror.






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Veteran
Veteran

Joined: 16 May 2007
Posts: 192
PostPosted: 03-12-2009 10:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very atmospheric $Null, one minor crit- in the 2nd from last shot the scale of the cobbles(?) looks a little larger than it'd be realistically. Otherwise very good, looks like it's for a noir-ish modern RPG.




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The Illuminated
The Illuminated

Joined: 12 Mar 2005
Posts: 1484
PostPosted: 03-12-2009 10:36 AM           Profile   Send private message  E-mail  Edit post Reply with quote


deja vu.... $Null, haven't you posted about this map before? I even feel like I remember the comment on both the noir quality and the scale of the cobblestones in the second to last shot.

I, too, am really diggin the atmosphere here though. Good stuff man.




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This is not Æon!
This is not Æon!

Joined: 20 Jan 2002
Posts: 1775
PostPosted: 03-12-2009 11:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yea I remember it too, I even think I commented on those stones and the shadows in the texture...



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The Afflicted
The Afflicted

Joined: 27 Mar 2002
Posts: 787
PostPosted: 03-12-2009 01:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


yup yup, you've seen the area with the lamppost before, the rest is all shiny new.




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Gibblet
Gibblet

Joined: 15 Nov 2007
Posts: 13
PostPosted: 03-15-2009 05:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here's a (direct) port of Ingar's "Gaelish" to the XreaL engine using the eX texture set:









I didn't do any of the brush work(that credit goes to Ingar, of course). I merely retextured the map post-conversion(texcoords got lost) and added some jump pads, as well as quad up on the light fixture in the center(reached by jump pads).




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This is not Æon!
This is not Æon!

Joined: 20 Jan 2002
Posts: 1775
PostPosted: 03-15-2009 06:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Compress damnit!
These images takes over 10MB together!



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Gibblet
Gibblet

Joined: 15 Nov 2007
Posts: 13
PostPosted: 03-15-2009 06:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


That's why they're PNG, lol. They don't take long to load for me and I have a pretty slow DSL line...




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This is not Æon!
This is not Æon!

Joined: 20 Jan 2002
Posts: 1775
PostPosted: 03-15-2009 06:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


They didn't take long for me either. I'm thinking of others... and, well... PNG isn't really a good compressor choice here... =)



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True Nightmare
True Nightmare

Joined: 14 Nov 2000
Posts: 4150
PostPosted: 03-15-2009 08:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


megatog615 wrote:
That's why they're PNG, lol. They don't take long to load for me and I have a pretty slow DSL line...
Use jpgs. Link out to larger shots.. doesn't take much effort to do.



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Insane Quaker
Insane Quaker

Joined: 30 Jan 2006
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PostPosted: 03-16-2009 09:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


work continues...

Image



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Gibblet
Gibblet

Joined: 17 Oct 2005
Posts: 15
PostPosted: 03-17-2009 04:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Finishing:

Image

04.2009



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Veteran
Veteran

Joined: 16 May 2007
Posts: 192
PostPosted: 03-17-2009 05:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


That looks good but I'd question the gameplay of excessively deeply indented walls like that. It's really bad for rockets, grenades and judging knockback. It also tends to mean giant invisible clips that prevent you fitting into gaps you should be able to, further worsening the problems I listed.




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Grunt
Grunt

Joined: 17 May 2007
Posts: 50
PostPosted: 03-19-2009 09:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


A little scene for UT3. Everything, except for the water shader and fire particles is custom content.
Image

Bigger screen:
http://www.bja-design.de/intothesun/bja_scene_big.jpg

And some of the props:
http://www.bja-design.de/intothesun/intothesun_03.jpg
http://www.bja-design.de/intothesun/intothesun_05.jpg




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Trainee
Trainee

Joined: 01 Mar 2009
Posts: 44
PostPosted: 03-19-2009 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


awesome :)




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This is not Æon!
This is not Æon!

Joined: 20 Jan 2002
Posts: 1775
PostPosted: 03-20-2009 05:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


Are you making it for something special or is it just a scene?



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Grunt
Grunt

Joined: 18 Mar 2009
Posts: 50
PostPosted: 03-20-2009 09:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


It doesn't look like a place for slaughter.



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