Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

That's where I got the photosource fro... uh... PuFFnStuff sent me a photo of.. uh.. bamboo.
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surgeon62
Posts: 573
Joined: Sun Mar 13, 2005 6:58 pm

Re: Screenshots

Post by surgeon62 »

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: .
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: Screenshots

Post by sumatra »

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

Image
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Peenyuh
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Re: Screenshots

Post by Peenyuh »

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.
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jal_
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Re: Screenshots

Post by jal_ »

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.
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Screenshots

Post by neoplan »

@Trak: Screenshot looks great. I also had a look at your Homepage. Great textures, really! Keep that up!
TRaK
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Re: Screenshots

Post by TRaK »

The yellow strip above the door in the third shot has some pretty noticeable tiling artifacts. I'd either even out the texture or break it up in the map a bit with some trims.

Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.
[url=http://trak.mercenariesguild.net/]Website[/url]
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Hipshot
Posts: 1538
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Re: Screenshots

Post by Hipshot »

Those textures are very close to the ones I did for my crescent level.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
g0th-
Posts: 262
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Re: Screenshots

Post by g0th- »

Looks great Sumatra, I like the color scheme.
but I think you got a little to much ambient light in there. I can barely see that some of the smaller lights gives away any light. You can also see the tiling quite easily on some of the textures.
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sumatra
Posts: 325
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Re: Screenshots

Post by sumatra »

Peenyuh wrote: 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.
I'll keep a main grey theme with colored areas, but I just want to break up the overall "grey look" a bit more...
jal_ wrote: 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.
I just want to distinguish the different areas to support the players orientation on the main items.
So in the first shot the megahealth area is not just blue but has also a bit more weathered/stoney look.
The other parts are more clear and clean.
TRaK wrote:The yellow strip above the door in the third shot has some pretty noticeable tiling artifacts. I'd either even out the texture or break it up in the map a bit with some trims.

Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.
Yeah, thats right, the yellowpainted concretetexture is not tiled very clean. It's all WIP. So the textures will be finetuned in the future as well as the lighting..
Hipshot wrote: Those textures are very close to the ones I did for my crescent level.
Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:
g0th- wrote: Looks great Sumatra, I like the color scheme.
but I think you got a little to much ambient light in there. I can barely see that some of the smaller lights gives away any light. You can also see the tiling quite easily on some of the textures.
The lighting was no part until now. It's just a huge amount of ambient and skylight. I'm designing the overall lighting in a later stage of process. Anyway glad you like what you see for now.


Thanks to all for your fast feedback, hope to slap out a beta next week when my wisdom teeth are being removed.
I'll keep you posted with screenshots if I got something new...
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
TRaK
Posts: 8
Joined: Sun May 10, 2009 1:56 am

Re: Screenshots

Post by TRaK »

Some steampunk textures I'm working on for a new map:
Image
It's just a simple test room btw
Like my other texture sets, they'll be made publicly available on my website when they're done.
[url=http://trak.mercenariesguild.net/]Website[/url]
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

textures look decent enough but holy shit I can't wait for everybody to forget that steampunk ever existed
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

I've been noticing a lot of steampunk stuff lately. I wonder why that is?

I want to see more cyberpunk :drool:
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Hipshot
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Re: Screenshots

Post by Hipshot »

sumatra wrote:Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:
It's nice. No blame.
QuakeLive's new levels are looking great. Finaly iD's comming close to the community in means of graphics (for Quake3).
Silicone_Milk wrote:I've been noticing a lot of steampunk stuff lately. I wonder why that is?

I want to see more cyberpunk :drool:
I started a cyberpunk level a wihle ago. But I after a short wihle figured that it's not for Quake3s performance level, then it's not for me - Not anymore. The level ended up as Crescent.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Kat
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Re: Screenshots

Post by Kat »

sumatra wrote:
Hipshot wrote: Those textures are very close to the ones I did for my crescent level.
Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:
You can hardly be accused of stealing or plagiarism when using images from publicly available libraries so I wouldn't worry about it if I were you. :rolleyes: @ the very idea.
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

We got a certain something working in OverDose... Can you tell what it is yet...?

Image
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

Impressive
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Screenshots

Post by wattro »

you got rocks working? :p
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Re: Screenshots

Post by corsair »

world machine?
o'dium
Posts: 11712
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Re: Screenshots

Post by o'dium »

I'll give you all a little hint:

http://wiki.splashdamage.com/index.php/ ... egatexture
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

megatexture? :)

edit: didn't know you posted the correct answer on this page but I though i recognized those rocky formations.

looks very nice, how much is it left before we can see a beta of even a final product of Overdose?
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o'dium
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Re: Screenshots

Post by o'dium »

I would say over 9,000 days.

No, atm we are working pretty damn heavy on tools and stuff for the team to make everything as easy as possible. But theres a lot of stuff I have sitting on my HDD in screenshot form that I can't post yet, like Player model renders and movies etc. Remember that Marauder Medic...? Yeah, hes done ;)
obsidian
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Re: Screenshots

Post by obsidian »

Nice. Is the MT restricted to z-plane mapping or can you do it on other axes as well?
[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]
o'dium
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Re: Screenshots

Post by o'dium »

Anything really, that can be UV mapped. So it can be a on a pure flat wall.
Delirium
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Joined: Mon Apr 27, 2009 10:05 am

Re: Screenshots

Post by Delirium »

@o'dium
that is pretty intense, how many hours did that take to finish?
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