Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CZghost
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Re: Screenshots

Post by CZghost »

@phantazm11: Another sad geometry? :olo:
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Pat Howard
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Re: Screenshots

Post by Pat Howard »

i think the stress of an impending deadline put phant in a very dark place emotionally while he was making this map :p
Fjoggs
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Re: Screenshots

Post by Fjoggs »

Been awhile since I posted a screenshot, so here's a reflex shot. :) Still not much assets to work with, so you have to make due with what little you have.

[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1-4.jpg[/lvlshot]
AEon
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Re: Screenshots

Post by AEon »

Fjoggs,
I really love the brushwork... makes me wonder why this was not done in Radiant ages ago... maybe the "difficulty" to getting it done in Reflex is the motivator?

With the map converter working and the full power of GTKradiant now at the tips of our finger... muhaha... to create maps for Reflex that is... the geometric detail should pretty soon ramp up. Much like I did for AEdm7r, you may also be getting tears in your eyes, reflecting on the amount of work it was to create such brush detail only using Reflex.
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Eraser
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Re: Screenshots

Post by Eraser »

Wait, are you saying you can create Reflex maps with GtkRadiant?

edit:
oh nevermind, just saw your q3 -> reflex map converter post
Castle
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Re: Screenshots

Post by Castle »

Man that's awesome to have the patience to do brush work like that in Reflex.

What Reflex really needs right now, outside of a rotation widget, would be hierarchical instancing and the ability to bring in static meshes. While I can definitely see it being nice to use GTKR I really just cant bring myself to do that.
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AEon
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Re: Screenshots

Post by AEon »

Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" :owned:

I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. :ninja:
Fjoggs
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Re: Screenshots

Post by Fjoggs »

Optimize everything!

Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. :)
Castle
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Re: Screenshots

Post by Castle »

AEon wrote:Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" :owned:

I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. :ninja:
Oh yeah I can definitely see it being a major pain to have to move big chunks of a level around. Though allowing me to select multiple brushes at once in addition to having hierarchical instancing I think would do a heck of a lot in the way of addressing this problem.
Fjoggs wrote:Optimize everything!

Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. :)
I am very interested in the development of this toolset as it really has a ton of potential.
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nitin77
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Re: Screenshots

Post by nitin77 »

phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO. Amazing maps looks + gameplay wise.
obsidian
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Re: Screenshots

Post by obsidian »

nitin77 wrote:phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO. Amazing maps looks + gameplay wise.
Dude, I'm trying my hardest to remain impartial and unbiased here. Not cool.
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nitin77
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Re: Screenshots

Post by nitin77 »

sorry I have no idea who the judges are or how the maps are being judged. I was simple stating my thoughts after having played some of the maps.
obsidian
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Re: Screenshots

Post by obsidian »

I was joking, of course. :rolleyes:
[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]
AEon
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Re: Screenshots

Post by AEon »

Secretly obsidian is taking part, having worked on and hoarded an über-map, 10 years in the making. ;)
cityy
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Re: Screenshots

Post by cityy »

:D
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. :)

[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_5.jpg[/lvlshot]
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_6.jpg[/lvlshot]
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_7.jpg[/lvlshot]
AEon
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Re: Screenshots

Post by AEon »

Fjoggs, is secretly using GTKradiant in some way... I am sure of it... :p Doing all this in Reflex's editor mode is just too... painful... well it certainly is a skill.
Castle
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Re: Screenshots

Post by Castle »

Fjoggs wrote:More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. :)
You mean Reflex isn't the sequel to Quake 3 CPMA? :p
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cityy
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Re: Screenshots

Post by cityy »

It looks great Fjoggs but I wouldn't be surprised if all the time you put in now is wasted because the tech is going to change.
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

Not excactly sure what you mean by wasted, as the map won't suddenly stop working. If by wasted you mean I'm putting in more effort than needed if I had multiselect, rotate etc, then sure. :p
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Eraser
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Re: Screenshots

Post by Eraser »

I'm afraid cityy means that it's not impossible for the file format of maps to change sometime in the future making your map unreadable for the game.
Fjoggs
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Re: Screenshots

Post by Fjoggs »

I highly doubt it, seeing how most of the work on the engine is already done and the game has been released to the public via early access. Besides, people made a q3 map to reflex converter. Creating a tool that converts old reflex files to the "new" one shouldn't be too hard.
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MKJ
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Re: Screenshots

Post by MKJ »

Fjoggs wrote:More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. :)
I'll allow it.
cityy
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Re: Screenshots

Post by cityy »

Eraser wrote:I'm afraid cityy means that it's not impossible for the file format of maps to change sometime in the future making your map unreadable for the game.
No, that's not what I mean. I was more aiming towards what fjoggs said. They haven't thought about how to make it possible to add the level of detail they are aiming for using their editor (yet). I could totally imagine them using their editor only for the hull and then polishing the level in a 3d modeling app. However, I hope they can come up with some nice way to make detailing maps a part of this but I reckon it will be pretty damn hard.
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obsidian
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Re: Screenshots

Post by obsidian »

cityy wrote:I could totally imagine them using their editor only for the hull and then polishing the level in a 3d modeling app.
Perhaps that what they'll end up doing, but I hope not. It kind of takes away all the fun of having a real-time editor if you have to exit out and make the bulk of your map in a modelling program. If that's the case, they might as well toss out their editor and just team up with GtkRadiant.
[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]
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