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Topic Starter Topic: Re: Screenshots

foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
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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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
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: 12498
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: 1254
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: 793
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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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
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: 2222
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: 793
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: 2222
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: 2222
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: 4216
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
Posts: 362
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: 2222
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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Grunt
Grunt
Joined: 17 May 2007
Posts: 50
PostPosted: 03-22-2009 12:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nothing special like a playable level or something else, just a little scene to get familiar with the ut3 editor and unreal tech in general.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-22-2009 04:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Image




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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 03-22-2009 05:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Dies Irae map for Quake2World. Atm beta 2 version, for more info check Q2W's forum

Image
Image
Image
Image
Image
Image
Image
Image



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 03-22-2009 05:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


That looks good Shadow!
Looks very big too...

The teleport looks kinda bland... I guess it's just a temp texture or something?



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Insane Quaker
Insane Quaker
Joined: 08 Jan 2008
Posts: 270
PostPosted: 03-22-2009 10:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, it's still beta, and almost everything can be changed, so this tele is just because there must be something :). I'll try to find something more fitting.



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The Afflicted
The Afflicted
Joined: 13 Mar 2005
Posts: 573
PostPosted: 03-22-2009 05:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Image


That looks great O'dium. Scary as hell :paranoid: , but great.




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Trainee
Trainee
Joined: 01 Mar 2009
Posts: 44
PostPosted: 03-22-2009 06:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


quake2world? isn't it the project that is trying to reinvent qfusion or quake2xp.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-23-2009 11:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Small update on the Beach Invasion update:

Image




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 03-24-2009 05:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


It doesn't really seem appropriate to have lockers and shelving in a defensive bunker right next to the beach... maybe gun racks, extra ammo for the turrets... stuff like that. Also, that sort of floor damage is kinda goofy (this can be getting into the realism vs "whatever it looks fine it's a video game" thing), trying to make it look like a couple grenades went off inside might look better. This is all assuming it's still a Beach Invasion scenario.

$.02




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 03-24-2009 06:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


People store stuff. I think the shelves are fine. The lockers are a bit shiney yet bland, though. They don't really seem to fit in.




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Trainee
Trainee
Joined: 01 Mar 2009
Posts: 44
PostPosted: 03-24-2009 09:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


I hope you have a physics engine... I don't like static objects




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Your Daddy
Your Daddy
Joined: 20 Feb 2000
Posts: 13095
PostPosted: 03-24-2009 10:30 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Pretty generic looking, certainly nothing special.



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-24-2009 11:13 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Go troll GD please.




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