Screenshots
Re: Screenshots
That's where I got the photosource fro... uh... PuFFnStuff sent me a photo of.. uh.. bamboo.
[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]
Re: Screenshots
I checked out the site... seems like a great project. .
Re: Screenshots
WIP: pukka3tourney6 alpha20
Selfmade textures, still too much grey though...
Selfmade textures, still too much grey though...
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Re: Screenshots
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.sumatra wrote:...still too much grey though...
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Re: Screenshots
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.sumatra wrote:WIP: pukka3tourney6 alpha20
Selfmade textures, still too much grey though...
Re: Screenshots
@Trak: Screenshot looks great. I also had a look at your Homepage. Great textures, really! Keep that up!
Re: Screenshots
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.
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]
Re: Screenshots
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
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
Re: Screenshots
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.
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.
[url]http://www.g0th.se[/url]
Re: Screenshots
I'll keep a main grey theme with colored areas, but I just want to break up the overall "grey look" a bit more...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 just want to distinguish the different areas to support the players orientation on the main items.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.
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.
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..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, I also used the great library of cg-textures for reference material.Hipshot wrote: Those textures are very close to the ones I did for my crescent level.
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..
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.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.
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]
Re: Screenshots
Some steampunk textures I'm working on for a new map:
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.
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]
Re: Screenshots
textures look decent enough but holy shit I can't wait for everybody to forget that steampunk ever existed
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Re: Screenshots
I've been noticing a lot of steampunk stuff lately. I wonder why that is?
I want to see more cyberpunk
I want to see more cyberpunk
Re: Screenshots
It's nice. No blame.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..
QuakeLive's new levels are looking great. Finaly iD's comming close to the community in means of graphics (for Quake3).
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.Silicone_Milk wrote:I've been noticing a lot of steampunk stuff lately. I wonder why that is?
I want to see more cyberpunk
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
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
Re: Screenshots
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. @ the very idea.sumatra wrote:Yeah, I also used the great library of cg-textures for reference material.Hipshot wrote: Those textures are very close to the ones I did for my crescent level.
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..
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
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?
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?
[url]http://www.g0th.se[/url]
Re: Screenshots
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
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
Re: Screenshots
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]
Re: Screenshots
Anything really, that can be UV mapped. So it can be a on a pure flat wall.
Re: Screenshots
@o'dium
that is pretty intense, how many hours did that take to finish?
that is pretty intense, how many hours did that take to finish?
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]