Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Oeloe
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Post by Oeloe »

corsair wrote:o'dium: what I think mostly lacks is variation in light intensity; perhaps a good sunlight would do the trick - the geometry is fine if you'd ask me. What I like least about its decoration is not that it could use something extra, but the symetrical placement of the circular exchaust grates. (or perhaps the placement of it anyway).
My thoughts exactly. Those grates should perhaps be further up too.
o'dium
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Post by o'dium »

Ill be honest i haven't done much in terms of suggestions from here yet but i'll look into it later on when i get back from work:

Image

Image

As always WIP, ignore that light thing on the floor in the one shot, and the terrai ignore 100%. And the inside of the building is temp too.
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hemostick
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Post by hemostick »

I like it with the white stripe of paint. There is one bit I am still wondering about - the purpose of the three rails on the front view.
To me, they look like actual rails, and not pipes due to them looking exactly like the rails you have on top (diameter, texture).
o'dium
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Post by o'dium »

They are rails. I dunno, just added detail atm.
axbaby
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Post by axbaby »

-barred up windows
-loading dock for 18 wheeler "double garage doors"
-damaged wall section
-graffiti
[color=#FF0000][WYD][/color]
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Foo
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Post by Foo »

How that glass would have ever been fixed into that window confounds me.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Fjoggs
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Post by Fjoggs »

That ladder shadows looks weird o.O
Myth
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Post by Myth »

Yeah the shadows of the rungs are far too thick. Bizarre.
Oeloe
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Post by Oeloe »

Looks like it's a point light source very close casting those shadows.
o'dium
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Post by o'dium »

Actually, its just very high up, and very far away. Thats why it casts longer shadows.
Oeloe
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Post by Oeloe »

Right. The effect just looks exaggerated then.
corsair
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Post by corsair »

o'dium wrote:Actually, its just very high up, and very far away. Thats why it casts longer shadows.
I cant/dont/wont believe it :P
o'dium
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Post by o'dium »

Ahh shut your pie hole :p

Also working on a new program to make local specular and height maps look nicer (Ignore low FPS, its berserks rig lol in a test map :p)

Image
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Foo
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Post by Foo »

Not bad, just watch out for the 'waxy' look that's creeping in.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
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seremtan
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Post by seremtan »

i was gonna go for 'molded plastic', like if you go round the other side there's a load of milk tray chocs to eat
o'dium
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Post by o'dium »

Its a crappy low res texture, so of course its going to look odd. Our ingame textures are 4x that res.
Pext
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Post by Pext »

[lvlshot]http://pext.pe.funpic.de/med_1.jpg[/lvlshot]+

just some test, while learning sketchup. background and lighting tomorrow.
Kat
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Post by Kat »

And nowwww.... for something completely different!

Image

A few more WIP dev shots here.
Caffeine
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Post by Caffeine »

Very nice looking.






... I need to upgrade my hardware. :(
Kat
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Post by Kat »

I'm *only* using a AMD 2800+ (1.4ghz) with an ATI 9600XT (256) - 640x480 low I think :paranoid:
Kaz
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Post by Kaz »

Beautiful! :]
pjw
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Post by pjw »

Kat wrote:screenshots of coolness
Wow, that's really looking good! :drool: Is this SP or MP? So many of my favorite things...great looking rock, a little mist, a little lava, lots of cavernous open spaces and dropoffs and verticality and, and, and...

Image

...sorry, man. It's your fault though. Here, lemme wipe that off.

/me rolls over and goes to sleep...
Kat
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Post by Kat »

It's MP.

The lava is 'faked' atm (I'm wondering whether to hold on for the 1.3 PR which syncerror said *might* have lava and things like that in it), it's just a flat texture that's lit with an ambient light which has a nice 'side effect' of making the texture look like it's emiting light whilst allowing everything else to be lit properly.

The rock texture has changed slightly and has now got a 'blend' between two types. Also inadvertantly found an interesting way to reduce the obvious effects of tiling by using blended textures, which is neat for this type of stuff.

Still a lot of work to do though becasue the whole thing is modelled and cut into about 50 or so different sections. :dork:
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Hipshot
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Post by Hipshot »

Cool, looks UT-ish though, but that's not a bad thing I think.
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
corsair
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Post by corsair »

Pext wrote:[lvlshot]http://pext.pe.funpic.de/med_1.jpg[/lvlshot]+

just some test, while learning sketchup. background and lighting tomorrow.
been using it too - great interface :)
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