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Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
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PostPosted: 06-18-2012 09:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


This one I like, dig the broken steps and dig the edges of the floor. Is that water dripping? In freeze frame looks a little odd, maybe looks better animated.




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 06-18-2012 10:38 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah that's water dropping down. It looks better in motion. Still looking for a good way to create a puddle of water on the floor.



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 06-18-2012 06:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Yeah that's water dropping down. It looks better in motion. Still looking for a good way to create a puddle of water on the floor.

To create a smooth-looking liquid puddle, you'll need two textures of the liquid you want to create. You'll need a version of the texture with a white background, and then a version of the texture with a transparent background. (which will show up as a checkerboard or w/e) CGTextures offers some "splatter" textures which can be useful, although they appear to be blood at first they can be manually edited to appear to be something else - or you can design your own, it's up to you. To separate the textures, I like to tag them with letters. So you can call the white-background texture "puddle1" and the transparent one "puddle1a".

In the shader, you'll need to set "nolightmap", "nonsolid", and "trans" as the surfaceparms.

As the first step in the shader, set the map for the transparent version of the texture, then apply "alphaFunc GE128". You'll get a transparent texture, but it won't look very "smooth" for right now.

Next, create step 2 of the shader, then find a "reflective" texture, such as the ones in "effects", or you can use textures like "proto_gruel2.tga" from the "liquids" folder. Now here you have a chocie to make. You can either set a tcMod for turbulence with the values 0, 0.05, 0, and 0.1, which will make the reflective surface warp giving an impression of fluidity. Alternatively, you can opt for a simple environment map (tcGen environment). Either of these can give a pretty good effect, it depends on what you're looking for. The reason you can't use both is because the engine can't seem to draw a turbulent texture with environment mapping, so you'll get a crazy "zebra" effect. Now apply "depthFunc equal", this will make the texture get "cut" to fit the transparent texture from the previous step.

Finally, to give the texture a seamless transition to the surrounding environment, create the third step in the shader and apply the white background version of the texture as the map. Then use "blendFunc filter" to get rid of the white. It'll also make the texture itself a bit transparent, so you still see the reflective effect from earlier.

Here is a sample of a blood shader I made to use for reference:
Code:
textures/aqua/blood1
{
   surfaceparm nolightmap
   surfaceparm nonsolid
   surfaceparm trans
   {
      map textures/aquatic/bloodstain1a.tga
      alphaFunc GE128
   }
   {
      map textures/liquids/proto_grueldark2.tga
      tcMod turb 0 0.05 0 0.1
      depthFunc equal
   }
   {
      map textures/aquatic/bloodstain1.tga
      blendfunc filter
   }
}


Hope that helps.



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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 06-21-2012 01:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Whole bunch of screenshots of the entire map so far:





























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PostPosted: 06-21-2012 06:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looking fantastic, but it could be improved on the smaller architectural details to look more realistic.

Image



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The Illuminated
The Illuminated

Joined: 08 Sep 2000
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PostPosted: 06-21-2012 09:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Whole bunch of screenshots of the entire map so far

It feels like a collection of bad Kung fu moves strung together! :p

Ok let me rephrase that, it feels like you are building realistic environments without any reference and no overall layout or plan of what is going where.

I highly recommend you build a realistic environment first. Take a picture of your favourite building and create it using a single concrete texture. Look at all the small details, size of doors and windows, thickness of support beams, how the trims accenting edges, understand the weight and shape of the structure. It is the same principle that an artist does when drawing humans, you have to understand the scale and proportions of the body before you can create cool looking poses, otherwise your stuff will look odd and incomplete.

If you are going for the whole castle/courtyard theme, research the idea, watch period films, surf concept sites and I highly recommend you watch "The name of the rose". It has the whole church, monastery, courtyard vibe and of course it stars Sean Connery, can't go wrong with the real 007!

Concept ref site for ideas: http://www.conceptroot.com/Concept-Art/ ... m-vlaskin/ (root site is good as well)
Film reference: http://www.youtube.com/watch?v=qS0Z932WVgc



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Trainee
Trainee

Joined: 22 May 2010
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PostPosted: 06-21-2012 05:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey ppl. Haven't posted here in quite a while. Figured i'd share some screenshots of my beta for the MSG comp. Hope you like. :)






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Elite
Elite

Joined: 25 Mar 2000
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PostPosted: 06-21-2012 09:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey now that's looking pretty spiffy!




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Cool #9
Cool #9

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PostPosted: 06-21-2012 10:24 PM           Profile   Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Looking fantastic, but it could be improved on the smaller architectural details to look more realistic.


Wow, thanks a lot! I'm going to look into it.

sock wrote:
Eraser wrote:
Whole bunch of screenshots of the entire map so far

It feels like a collection of bad Kung fu moves strung together! :p

Ok let me rephrase that, it feels like you are building realistic environments without any reference and no overall layout or plan of what is going where.


You're probably right about all that. I will study the links (the concept art you linked to is impressive) and see if I can do anything to improve it all. Not sure if I can shake the whole bad kung fu moves vibe without starting all over again from scratch though. I guess it's a learning process.



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PostPosted: 06-22-2012 07:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Despair wrote:
Hey ppl. Haven't posted here in quite a while. Figured i'd share some screenshots of my beta for the MSG comp. Hope you like. :)


Beautiful work there. The only suggestion is that the texture for the waterfall looks a bit off, it doesn't look like water. I believe you used an additive blend function, it makes the water look like it's glowing and making the background brighter. I think perhaps you'll get better results with an alpha channel and maybe alphaMod. The result should be that the frothy water should occlude what's behind it.

For example:
http://fc06.deviantart.net/fs17/i/2007/ ... _Stock.jpg

And if you are going for a dreamy/surreal type of map, you can view the water as if with a long exposure:
http://surfgraph.info/wp-content/upload ... erfall.jpg



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Trainee
Trainee

Joined: 22 May 2010
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PostPosted: 06-22-2012 03:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks Obsidian. It's funny you mention the waterfall. I had actually planned to replace the shader and texture, but had completely forgotten to. It's the same one i used on Overgrowth like 2 years ago. I wanted to do what you described back then, but couldn't figure it out. After some messing around though, looks like I've got it now. I think the texture may need a bit more color yet, but the effect is there. Also, not sure if i should keep alphashadow on or not.




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Glayven?
Glayven?

Joined: 23 Jan 2005
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PostPosted: 06-22-2012 03:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Got another one of those little work-in-progress corridors :)

Image


:up:

A hint: You have a very high contrast in lighting between in interior and the exterior. Use several point lights within the interior tunnel at low light levels to fake radiosity and fade it out as it goes deeper into the interior.




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PostPosted: 06-22-2012 07:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


Despair wrote:
Thanks Obsidian. It's funny you mention the waterfall....


Nice. Now all you need is a few misty particles at the bottom of the waterfall.



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PostPosted: 06-22-2012 07:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm experimenting with some new texture creation techniques. Significant use of vectors, overlaid with tiling bitmaps converted to smart images, masks, adjustment layers and other goodies. It means I can create details (like those bolts) and scale them to any size I like for use on other textures without getting a pixellated mess. Very WIP and not nearly done.


(Click to enlarge)

Image



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Insane Quaker
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PostPosted: 06-23-2012 10:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Great idea Obsidian. Vectors are a great way to add high resolution detail to these kind of textures.



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Etile
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PostPosted: 06-23-2012 03:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


speaking of competitions, there ought to be one to see who can come up with an entirely new way of visually breaking up a floor area without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat

other than that, there's some good stuff ITT :up:




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Señor Shambler
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PostPosted: 06-23-2012 07:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


seremtan wrote:
...without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat...


http://en.wikipedia.org/wiki/Psychological_projection




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Cool #9
Cool #9

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PostPosted: 06-25-2012 11:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Did some additional work on the front of the chapel but I'm getting some unwanted lighting results.

There's a jagged shadow under the lip of the roof:


And a closeup of one of the windows shows a clear difference between lighting on the brush and the patch (a square cylinder) above it:



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Cool #9
Cool #9

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PostPosted: 06-25-2012 11:36 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh also, I added a barrel:


Which we can shoot at


But be careful, it explodes! And that, as you can see, hurts.


There's debris flying all over the place:


And that leaves a bit of a crater:



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Insane Quaker
Insane Quaker

Joined: 05 Mar 2010
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PostPosted: 06-26-2012 12:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
There's a jagged shadow under the lip of the roof:


A higher lightmap resolution might fix that. worldspawn -> _lightmapscale = 0.125

Eraser wrote:
And a closeup of one of the windows shows a clear difference between lighting on the brush and the patch (a square cylinder) above it:


Why not make the whole thing a patch?




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Insane Quaker
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Joined: 26 Nov 2009
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PostPosted: 06-26-2012 01:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


You could add some more barrels, some explode, some include monsters/bots, and some have a nice treasury (Diablo1 ftw \o/)
As for the window: I think you shouldn't align it with the wall. Maybe extend them, like obsidian proposed for the inside.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 06-26-2012 01:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Oh also, I added a barrel:

Mmm, beer :D

Eraser wrote:
Which we can shoot at

Realistic :) Keep on...

Eraser wrote:
But be careful, it explodes! And that, as you can see, hurts.

Oh, that's not a beer... There was a dynamite :eek:

Eraser wrote:
There's debris flying all over the place:

Realistic :) Keep on...

Eraser wrote:
And that leaves a bit of a crater:

Wow, fantastic :)



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Señor Shambler
Señor Shambler

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PostPosted: 06-26-2012 05:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser: I'd construct the top of the window out of separate patches - square cylinders get lit such that corners aren't sharp-looking. Cool barrel! :up:




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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
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PostPosted: 06-26-2012 06:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Eraser,
See this is why I thought the square cylinder idea was wrong. Then again, I'm just old and like to shake my walking stick at those young sloppy brush monkies ;)
Either make the entire thing from the cylinder and bury the surrounding brushes inside it, or make the top part from patch mesh, if you get LOD cracks, just ase the thing.
Like I said, am old an senile, so probably best ignore me :)
Oh the jaggy shadow....higher res lightmapscale will pronably give you higher res jaggies. External lightmaps for the win, everytime.




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I'm the dude!
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PostPosted: 06-26-2012 06:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Eraser wrote:
There's a jagged shadow under the lip of the roof:


A higher lightmap resolution might fix that. worldspawn -> _lightmapscale = 0.125


I really wouldn't toss lightmapscale at every single problem, it creates a bunch of other issues for every issue it solves that are even more complicated to fix. The main takeaway from this situation is this: increasing lightmap scale when you have jagged shadows just creates higher resolution jagged shadows. It doesn't actually solve the problem.

Jagged shadows are best solved by tweaking the light source with a combination of radiosity, better sampling, and filtering. Ambient occlusion (-dirty switch) can also help a bit with small corner bits too. The light source that Eraser is using is almost certainly the sky shader, so fix the lighting there. Scrap the old Q3 style skies and replace with Q3Map2 skies, you get more options and better control. As reference, I wrote a bunch of notes for Q3Map2 sky shaders which can significantly increase quality, remove the ugly jagged shadows, and maybe even compile faster too:

http://q3map2.robotrenegade.com/docs/sh ... aders.html






dONKEY wrote:
Oh the jaggy shadow....higher res lightmapscale will pronably give you higher res jaggies. External lightmaps for the win, everytime.


Oh, so close. :(

If you had stopped with the first sentence I would have agreed with you. External lightmaps are going to give the same results unless you want to sit there with Photoshop and manually soften the edges of every single luxel.



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PostPosted: 06-26-2012 07:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image


Map file (right-click, save link as):
http://zero.robotrenegade.com/imgdump/eraser-arch.map



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Insane Quaker
Insane Quaker

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PostPosted: 06-26-2012 07:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


@obs, lol, yep correct of course. I was just bored by the _lightmapscale nonsense, so only gave half an answer.




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Etile
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PostPosted: 06-26-2012 01:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
seremtan wrote:
...without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat...


http://en.wikipedia.org/wiki/Psychological_projection


http://en.wikipedia.org/wiki/Raw
http://en.wikipedia.org/wiki/Nerve




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Cool #9
Cool #9

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PostPosted: 06-26-2012 11:33 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Ok, so I built the window frames out of patches now just like obsidian described Thanks for taking the time to build an example map, but I didn't look at it. I wanted to see if I could figure it out on my own first.

Now it all looks perfect! So that's the last time I'm using Radiant's shortcuts to build things out of patches >:E

One thing though, GtkRadiant (1.6.2) wouldn't do anything if I selected the simple patch mesh that made up the sides of the frames and then selected "inverted bevel" in the "cap selection" menu. Can't it generate caps for simple patch meshes? I solved it by manually manipulating a 3x3 patch mesh into the shape I needed. It doesn't show sparklies either so I'm happy.

Final result:


oh as you can see, I also made the window frame extrude out of the wall a slight bit.



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Insane Quaker
Insane Quaker

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PostPosted: 06-27-2012 12:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


If by side you mean the flat face on side, no, you wont be able to do an inverted bevel cap. You have to cap the inner aspect of the arch and vertex edit the cap into size and place. If that's what you meant you were doing then something must be broke in 1.6




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Commander
Commander

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PostPosted: 06-27-2012 04:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


One of The Dark Mod's most visually exceptional mappers, Johannes Burock, made a panorama
screen of his enormous WIP. Enjoy:

http://minus.com/m3NarQriV/1f



(Click the link to see the full resolution panorama.)




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Señor Shambler
Señor Shambler

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PostPosted: 06-27-2012 04:25 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Cool #9
Cool #9

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PostPosted: 06-27-2012 11:15 PM           Profile   Send private message  E-mail  Edit post Reply with quote


nbohr1more wrote:
One of The Dark Mod's most visually exceptional mappers, Johannes Burock, made a panorama
screen of his enormous WIP. Enjoy:

http://minus.com/m3NarQriV/1f


(Click the link to see the full resolution panorama.)


Very nice. Shame the resolution isn't a bit higher.
Also, not sure if you talk to this guy, but I wonder if it wouldn't be a tad more realistic to have some windows that aren't lit up there. I'm sure someone must be at sleep or away from home? :)



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Old Skool'
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PostPosted: 06-28-2012 04:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


? Plenty of windows look black to me.




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Cool #9
Cool #9

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PostPosted: 06-28-2012 04:58 AM           Profile   Send private message  E-mail  Edit post Reply with quote


On second glance, seems like you're right. I noticed there were some unlit windows but I thought they all had shutters in front of them.



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