Screenshots
Re: Screenshots
[url]http://shadowsdomain.wordpress.com/[/url]
Re: Screenshots
great atmosphere, especially with the fog. But I think more angular architecture is needed.
Re: Screenshots
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
[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]
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Re: Screenshots
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.
[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.
Re: Screenshots
Progress continues...
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0004.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0004.jpg[/lvlshot]
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Re: Screenshots
ShadoW_86: That kicks ass.
Kaz: This is also looking pretty sweet.
Kaz: This is also looking pretty sweet.
Re: Screenshots
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]
[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
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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that looks really atmospheric sock, especially the view from the windows. nice one.
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Looks great and reminds me a lot of quake 1 (which is good).
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You should be banned for showing that much 'wood'
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
[url]http://shadowsdomain.wordpress.com/[/url]
Re: Screenshots
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.Kat wrote:You should be banned for showing that much 'wood'
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
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: Screenshots
That looks excellent, shadow.
Better than most Q3A stuff, actually.
Better than most Q3A stuff, actually.
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Re: Screenshots
Q3 doodle using sock's (mostly) textures ...
Re: Screenshots
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.
[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
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.phantazm11 wrote:Q3 doodle using sock's (mostly) textures ...
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]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: Screenshots
I would say loose the sun streaks, since I don't think they seems to fit that lighting at all.
Looks cool otherwise.
Looks cool otherwise.
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
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Re: Screenshots
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.
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.
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Re: Screenshots
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.
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.
Re: Screenshots
either spawnflags 4 or spawnflags 2, one clips the other lightmaps
Re: Screenshots
Cool stuff guys
I just meet Eagle Eye Sherry and he is cool and absolutely relaxed, lol hopefully I remember thia post tomorrow
I just meet Eagle Eye Sherry and he is cool and absolutely relaxed, lol hopefully I remember thia post tomorrow
[url]http://www.g0th.se[/url]
Re: Screenshots
@ 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).Kaz wrote:either spawnflags 4 or spawnflags 2, one clips the other lightmaps
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