Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Screenshots

Post by ShadoW_86 »

My new map for Quake2World

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[url]http://shadowsdomain.wordpress.com/[/url]
nitin77
Posts: 84
Joined: Wed Jul 23, 2008 9:21 am

Re: Screenshots

Post by nitin77 »

great atmosphere, especially with the fog. But I think more angular architecture is needed.
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Bacon
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Re: Screenshots

Post by Bacon »

prototype - - the tools that are used for tomb raider games and stuff worked with the textures in this game lol

[lvlshot]http://img191.imageshack.us/img191/7140/lol4k.jpg[/lvlshot]

edit - - fixed his jacket and hood color so it matches the character, in case youre wondering im trying to make an urban real life version of: http://www.animegalleries.net/albums/Na ... hi0129.jpg

[lvlshot]http://img41.imageshack.us/img41/1016/kakashir.jpg[/lvlshot]

a13n i saw what you wrote.. unless i was dreaming or you edited your post, I keep making the same character because its simple and im just learning how to model / texture / uv map / bump map, once i actually can make something halfway decent i'm obviously not going to keep making the same character over and over, besides, if you've played the game, a ninja DOES belong in it... not some hooded punk that has no eyebrows haha
Last edited by Bacon on Tue Jun 23, 2009 9:58 pm, edited 1 time in total.
[b]CAPSLOCK IS ON[/b]
tehSandwich
Posts: 64
Joined: Thu Jun 11, 2009 5:49 am

Re: Screenshots

Post by tehSandwich »

Here's a 3 AM update.

[lvlshot]http://img200.imageshack.us/img200/8424/shot0008d.jpg[/lvlshot]
[lvlshot]http://img134.imageshack.us/img134/4341/shot0009.jpg[/lvlshot]
[lvlshot]http://img196.imageshack.us/img196/6571/shot0010l.jpg[/lvlshot]

I'm working on the other 80% of the level at the moment.

EDIT: fixed the pictures.
Last edited by tehSandwich on Tue Jun 23, 2009 3:53 pm, edited 1 time in total.
Captain a13n
Posts: 51
Joined: Thu Mar 19, 2009 12:02 am

Re: Screenshots

Post by Captain a13n »

Yep, I'm still banned.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Progress continues...

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0004.jpg[/lvlshot]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

ShadoW_86: That kicks ass.

Kaz: This is also looking pretty sweet.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Q3 doodle using ID textures ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p1l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p2l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p3l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p4l.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
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4days
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Re: Screenshots

Post by 4days »

that looks really atmospheric sock, especially the view from the windows. nice one.
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Re: Screenshots

Post by maz0r »

Looks great and reminds me a lot of quake 1 (which is good).
scythe
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Joined: Mon Mar 25, 2002 8:00 am

Re: Screenshots

Post by scythe »

Wow, Sock! That looks great.
Kat
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Re: Screenshots

Post by Kat »

You should be banned for showing that much 'wood' ;)
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ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Screenshots

Post by ShadoW_86 »

Updated/fixed final version of my map Necropolis, for Quake2World

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[url]http://shadowsdomain.wordpress.com/[/url]
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Kat wrote:You should be banned for showing that much 'wood' ;)
Yeah I love using wood textures, they are alot of fun to use in non-wood like structures. The map is really just a doodle, no gameplay. I recently went to Barcelona on holiday and spent ages checking out all the Gaudi stuff. I especially like how he created organic shapes from traditional materials and I wanted to play with shapes as well, hence the doodle.

Thanks everyone for the comments, Im glad you liked it, it gives me an indication of what shapes work well together. If anyone is interested in any of the pictures I took of Gaudi stuff, they are all on my site. Some have descriptive text, some don't, Ive not really got round to finishing them off yet.
Well he was evil, but he did build alot of roads. - Gogglor
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Plan B
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Re: Screenshots

Post by Plan B »

That looks excellent, shadow.
Better than most Q3A stuff, actually.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Q3 doodle using sock's (mostly) textures ... :)


Image


Image
obsidian
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Re: Screenshots

Post by obsidian »

Looking cool. A little too much sun streaks, IMO. Turn down the opacity to 1/10 or so since each additional layer is additive to the next.
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sock
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Re: Screenshots

Post by sock »

phantazm11 wrote:Q3 doodle using sock's (mostly) textures ... :)
Nice to see more doodles, also good as prefabs for later on when developing maps. I especially like the broken wall stuff, always lots of fun to create.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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Hipshot
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Re: Screenshots

Post by Hipshot »

I would say loose the sun streaks, since I don't think they seems to fit that lighting at all.
Looks cool otherwise.
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phantazm11
Posts: 362
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Re: Screenshots

Post by phantazm11 »

Thanks a lot for the advice guys.

I'll tone down the sunrays a bit but will probably keep them. The lighting is preliminary and far from final. Just wanted to get a general reaction to see if I was heading in the right direction. I can always count on you guys for honest advice.

Just a quick question. I've done a bit of searching but have come up empty handed so far. All of my terrain models are LWO's and do not block the player in game. Is there a trick (key/value pair) to make them solid, or should I reimport all models a second time with a clip material to overlay the originals? Terrain modelling in Q3 is new territory for me.
4days
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Re: Screenshots

Post by 4days »

google q3map_clipmodel
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

phantazm11 - http://www.katsbits.com/cgi-bin/ikonboa ... &t=9&st=60

Embedding the mesh in simple clip brushes will make them solid. I remember there being a better way though but I couldn't find it on my first two searches.

Look around on Katsbits.com. Lots of stuff on idtech3/idtech4 level design through .ase (and I believe .lwo) meshes.
Kaz
Posts: 1077
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Re: Screenshots

Post by Kaz »

either spawnflags 4 or spawnflags 2, one clips the other lightmaps
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Cool stuff guys :)
I just meet Eagle Eye Sherry and he is cool and absolutely relaxed, lol hopefully I remember thia post tomorrow
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Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

Kaz wrote:either spawnflags 4 or spawnflags 2, one clips the other lightmaps
@ phatanzm: Try and keep the use of the clipflag Kaz mentioned above to a minimum and on very basic shapes otherwise you'll hit the MAX_MAP_ errors in no time. Best thing to do, depending on the rest of the stuff, is just clipbrush the models in the editor or create simplified clip hulls with "clip" material applied (which is what Silicon linked to).
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