Screenshots
Re: Screenshots
The editor's goal is to be the only tool you need. Of course you could probably include custom models down the road, but most maps will be built and completed in the in-game editor. I've been nagging the programmer for some editor love, so hopefully it'll come soon.
Re: Screenshots
I think on instinct the brush-based-ness of the Reflex editor was what drew me to it... more of the good old days, but with a much more modern engine, that even without optimization can pretty much render larger maps, with a lot (not tons of) brushwork.
I very much hope does not end up like the past UT editors, that create hulls, and the rest is meshes.
Castle showed what CODradiant can do, they had (was it called instancing?)... well you could basically build a house that would be one map, then place it in your larger gameworld map. But from the main map you could at any time start editing the house again, and it was built up of brushes. One level up the house pretty much was placed like a model with all the texture alignment not getting off when rotating the house. And so it was with all the deco in the map world... I think the term was prototyping... you build something with radiant once, and then it can be sprinkled all over the place, and you centrally need to only change the main instance in the editor to have it change everywhere else. So technically something like meshes, but you build things in radiant instead. Something like that would be neat... a way to build things in-editor, but have those things engine efficient enough to allow plastering everything with it. So little to no need of using a modelling tool. In Q3A so much brushwork would kill the FPS... so that would be my hope for Reflex... though I see it not as that likely to happen.
If I read that correctly, only a few folks in Australia are working on Reflex (was it only 3?)... so you cannot expect miracles like from the huge other devs teams. As that may be... the fun I have had for 10€ so far, was well worth it...
I very much hope does not end up like the past UT editors, that create hulls, and the rest is meshes.
Castle showed what CODradiant can do, they had (was it called instancing?)... well you could basically build a house that would be one map, then place it in your larger gameworld map. But from the main map you could at any time start editing the house again, and it was built up of brushes. One level up the house pretty much was placed like a model with all the texture alignment not getting off when rotating the house. And so it was with all the deco in the map world... I think the term was prototyping... you build something with radiant once, and then it can be sprinkled all over the place, and you centrally need to only change the main instance in the editor to have it change everywhere else. So technically something like meshes, but you build things in radiant instead. Something like that would be neat... a way to build things in-editor, but have those things engine efficient enough to allow plastering everything with it. So little to no need of using a modelling tool. In Q3A so much brushwork would kill the FPS... so that would be my hope for Reflex... though I see it not as that likely to happen.
If I read that correctly, only a few folks in Australia are working on Reflex (was it only 3?)... so you cannot expect miracles like from the huge other devs teams. As that may be... the fun I have had for 10€ so far, was well worth it...
Re: Screenshots
3 people working part time after work. Their programmer is working full-time on it from today I believe.
Re: Screenshots
Its called hierarchical instancing and I feel that its something every level designer and engine/tools programer should take some time to understand in great detail. Its application is a paradigm shift for level design flow when it is utilized to its full potential. If Reflex were to have proper hierarchical instancing it would mold the development tools in incredible ways.AEon wrote:Castle showed what CODradiant can do, they had (was it called instancing?)...
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Re: Screenshots
Ok so here is a video on the topic of Reflex and why I think its a big deal. The video is bit long but it covers everything I have been wanting to say about it.
http://youtu.be/QKUvz3HRshU?list=PLZmVk ... D9xSFD1Y8q
It covers, heiarchical instancing, play in editor and multiplayer as well as my thoughts on having a single 3D interface.
http://youtu.be/QKUvz3HRshU?list=PLZmVk ... D9xSFD1Y8q
It covers, heiarchical instancing, play in editor and multiplayer as well as my thoughts on having a single 3D interface.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Re: Screenshots
[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
woo gothic
very early stuff, messing about with stock textures etc.
*fixed
woo gothic
very early stuff, messing about with stock textures etc.
*fixed
Last edited by fKd on Thu Dec 18, 2014 8:34 am, edited 2 times in total.
Re: Screenshots
URL isn't public so we can't see it.
[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
I have been waiting for this to happen, nice fkd!fKd wrote:[image]
woo gothic
very early stuff, messing about with stock textures etc.
*fixed
www.ferdinandlist.de/leveldesign
Re: Screenshots
Hey fKd, how's that EntityPlus level coming along?
Re: Screenshots
Looks like something, in an alternate universe, that id might have made. Certainly a lot of detail packed in. I like the metal structure that keeps up the bridge.fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
Re: Screenshots
But this isn't tech/sci fi? Are you ok? I'm worried!fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
woo gothic
very early stuff, messing about with stock textures etc.
*fixed
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: Screenshots
i do too, but its weird that the bridge is stairs for the sake of being stairs. unless it's actually some kind of altar/giant pentagram? virgin sacrifice model required. do itAEon wrote:Looks like something, in an alternate universe, that id might have made. Certainly a lot of detail packed in. I like the metal structure that keeps up the bridge.fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
Re: Screenshots
Hey wow!fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
woo gothic :)
very early stuff, messing about with stock textures etc.
*fixed
Nice to see something completely different! Would love to run around in it!
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
Re: Screenshots
Interestingly, I almost never built stairs in Q3A... but in Reflex you can double-jump off them (CPMA apparently too)... so now I am actually looking into adding such jump elements.
Re: Screenshots
heh I repacked it so its stand alone, added ladders and some enemies. But there are a few rooms at the end of the level that i just seem to always draw a blank on when trying to detail. I build a bunch of stuff, then just hate it and delete it all... so frustrating!!Eraser wrote:Hey fKd, how's that EntityPlus level coming along?
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Re: Screenshots
epic gargoyle placement bro!
Re: Screenshots
Yea, nice shot
Re: Screenshots
I just couldn't find enough time to complete my level for MapCore, but I'm continuing to work on it as and when I get the chance.
Re: Screenshots
dONKEY,
quite humbling screenshots, dramatic sky, great skybox, very interesting design and textures... looks really nice.
quite humbling screenshots, dramatic sky, great skybox, very interesting design and textures... looks really nice.
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- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
nice work, dONKEY!
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpg[/lvlshot]
<3 map jammin over the holidays
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpg[/lvlshot]
<3 map jammin over the holidays
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Re: Screenshots
This thread is red hot lately!
dONKEY: Looks fantastic. Wish you would have had time to finish this for the contest. I love the theme...like an abandon WWII site - really cool. You and Hipshot really have a knack for skyboxes and skies! You two could certainly teach me a thing or two about them
Pat: Looks awesome man! I really like the style you've got going on: The juxtaposition of angled and curved arches is neat. The textures you chose are old-school, but your use of them brings out a fresh feeling. Personally I would try a different colored sky, but that is a minor nitpick. Can't wait to play this.
dONKEY: Looks fantastic. Wish you would have had time to finish this for the contest. I love the theme...like an abandon WWII site - really cool. You and Hipshot really have a knack for skyboxes and skies! You two could certainly teach me a thing or two about them
Pat: Looks awesome man! I really like the style you've got going on: The juxtaposition of angled and curved arches is neat. The textures you chose are old-school, but your use of them brings out a fresh feeling. Personally I would try a different colored sky, but that is a minor nitpick. Can't wait to play this.
Re: Screenshots
The sock industrial set is not that old
And great stuff pat and donkey! rockin!
And great stuff pat and donkey! rockin!
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
Re: Screenshots
Right, but it does have an old school vibe about it...not that it is a bad thing.fKd wrote:The sock industrial set is not that old
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- Joined: Tue Mar 31, 2009 11:14 am
Re: Screenshots
thanks!
@phant: any suggestions on a sky for this map? just wondering if you think it should be a different color or just neutral.
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0017.jpg[/lvlshot]
i chose this skybox because i liked the sci-fi feel and how the purple clouds contrasted against the yellow in sock's textures. not really sure yet if it's working or if it's an eye sore though.
@phant: any suggestions on a sky for this map? just wondering if you think it should be a different color or just neutral.
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0017.jpg[/lvlshot]
i chose this skybox because i liked the sci-fi feel and how the purple clouds contrasted against the yellow in sock's textures. not really sure yet if it's working or if it's an eye sore though.