Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

TRaK wrote: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.
I love it. This should be in wsw :P
jal_
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Re: Screenshots

Post by jal_ »

obsidian wrote:Nice. Is the MT restricted to z-plane mapping or can you do it on other axes as well?
The screenshot itself has lots of vertical and good looking planes :)

BTW, Who was talking about cgtextures a few posts ago? Does the road ring a bell? ;)
obsidian
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Re: Screenshots

Post by obsidian »

ETQW terrain (as in the example posted by o'dium above) is UV-mapped in a modeling app the traditional way, with z-plane megatextures layered on top. ETQW cannot use megatextures along any other axes. Hence the question.

id Tech 5 is supposed to remove this restriction so that virtually any world surface can take advantage of megatexturing.
[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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Re: Screenshots

Post by Silicone_Milk »

How exactly does megatexturing work? I tried finding something of some sort of value to read but can only find tutorials on how to make them.

Is it texture streaming through the use of a quadtree or something along those lines?
o'dium
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Re: Screenshots

Post by o'dium »

Two parts. One is the creation, which is a large part of the mega texture. Its made using a whole range of variables you can update in real time that blend the terrain textures into the correct places, so that hills blend into rock, with grass blending between the cracks and what not. This is done using a combination of awesome code, distribution textures and angle vectors.

The second phase is getting it working ingame, which is done by loading only whats needed at a given time, streaming if you will.

So far we have managed to compress our MT's down to about 8x smaller in file size over standard .tga with zero difference in quality, but we can go much further still, so thats where the tests are coming in. The first test for us was getting it there, hence the ET:QW terrain. The second test is actually making it all, from scratch, with our own media, which is going quite well. High poly sculting of terrain is a right bitch though :P
fKd
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Re: Screenshots

Post by fKd »

give us a render of ya player models already :) go on, you know you want to
o'dium
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Re: Screenshots

Post by o'dium »

I honestly can't right now :( They are pre-zbrush stage so they dont want them out just yet :(
fKd
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Re: Screenshots

Post by fKd »

[lvlshot]http://img529.imageshack.us/img529/7471/13478958.jpg[/lvlshot]
[lvlshot]http://img529.imageshack.us/img529/13478958.jpg/1/w1024.png[/lvlshot]

[lvlshot]http://img43.imageshack.us/img43/509/36660321.jpg[/lvlshot]
[lvlshot]http://img43.imageshack.us/img43/36660321.jpg/1/w1024.png[/lvlshot]

just to prove im not slacking off :) very VERY early shots of 1 of 2 new maps im working on...
q3dmp11 - Tech Edge.

here is the pk3 if ya wanna take a wee look, im sure textures will be missing as mappacker has a tendency to do that

http://www.mediafire.com/?sharekey=b674 ... f6e8ebb871
nitin77
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Re: Screenshots

Post by nitin77 »

unreal background? that brushwork style reminds me a lot of UT levels
sumatra
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Re: Screenshots

Post by sumatra »

nitin77 wrote:...that brushwork style reminds me a lot of UT levels
Yes, same here. And I have an UT classic background. That looks very Ut-ish... :olo: (which is nothing bad IMO)
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
fKd
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Re: Screenshots

Post by fKd »

ha indeed i do have a ut background :) used to have a site on planetunreal back in the day lol
o'dium
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Re: Screenshots

Post by o'dium »

Meet The Team - Marauders

In order left to right - Drone (Grunt), Locum (Medic), Scout (Recon), Technician (Engineer) and Infiltrator (Field Ops.).:

Image
nitin77
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Re: Screenshots

Post by nitin77 »

fkd/sumatra,

what levels? I love classic UT
fKd
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Re: Screenshots

Post by fKd »

ummm ctf-433 was mine, as well as ctf-sublevel17..there were a bunch of others but these 2 were prolly the best from me.
R. Tetzlaff
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Re: Screenshots

Post by R. Tetzlaff »

o'dium wrote:Meet The Team - Marauders
Nice! They look like some sort of renegade zombie Strogg.
sumatra
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Re: Screenshots

Post by sumatra »

nitin77 wrote:fkd/sumatra,

what levels? I love classic UT
Sent you a private message...
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seremtan
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Re: Screenshots

Post by seremtan »

o'dium wrote:We got a certain something working in OverDose... Can you tell what it is yet...?

Image
that's pretty shit-hot. the fact that someone can make something like that without having to manipulate every single vertex and then paint the entire bastard thing by hand is also pretty shit-hot. having painted terrain meshes in UT2K4 (ZZZzzzzzzzz.......) i can appreciate this
dichtfux
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Re: Screenshots

Post by dichtfux »

o'dium wrote:Meet The Team - Marauders

In order left to right - Drone (Grunt), Locum (Medic), Scout (Recon), Technician (Engineer) and Infiltrator (Field Ops.)
Second one rather looks as if he needs a medic. ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Kaz
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Re: Screenshots

Post by Kaz »

Working on something newish, please ignore as-of-yet un-sourced yellow spotlights:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0003.jpg[/lvlshot]
tehSandwich
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Re: Screenshots

Post by tehSandwich »

*poke* *poke*

I am tehSandwich (AKA CyberSirius) and I'm a former Unreal Tournament mapper.
I'm new here and, after reading many tutorials and did many test maps, I started making a Q3 map.

[lvlshot]http://img197.imageshack.us/img197/4311/shot0000yaz.jpg[/lvlshot]
[lvlshot]http://img199.imageshack.us/img199/3127/shot0001q.jpg[/lvlshot]

This is obviously far from complete.

*runs away*
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

You might be doing this already, but you should "miter" the edges of your angled brushes. I'm specifically referring to where the wall pieces next to your stairs are going upward... these should be skewed slightly instead of completely vertical. A little sketch:

Image

Also, I think it'd look better if you alternate between a stair trim with a light and one without, it's a little repetitive as-is. Looks good!
tehSandwich
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Re: Screenshots

Post by tehSandwich »

Slightly more progress!

[lvlshot]http://img200.imageshack.us/img200/6272/shot0002qvk.jpg[/lvlshot]
[lvlshot]http://img132.imageshack.us/img132/830/shot0003d.jpg[/lvlshot]

Next thing to work on, the sky.
o'dium
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Re: Screenshots

Post by o'dium »

Looks quite nice for a Q3 map!
tehSandwich
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Re: Screenshots

Post by tehSandwich »

Unimportant update!

[lvlshot]http://img23.imageshack.us/img23/7620/shot0004tby.jpg[/lvlshot]
[lvlshot]http://img8.imageshack.us/img8/237/shot0005r.jpg[/lvlshot]

Apparently, my texture detail level was not maxed in my previous screenshots.
Now, you should see lunaran's textures at their full glory.
Currently with a temporary sky. It will be darker than that.

EDIT: Here's the sky. Made using Bryce 5.5.

[lvlshot]http://img193.imageshack.us/img193/6541/shot0006i.jpg[/lvlshot]
fKd
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Re: Screenshots

Post by fKd »

yay another ut mapper! welcome! looks interesting, waits for beta :)
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