Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/grungewall2.jpg[/lvlshot]

Some low-tech texturing :)

edit: it's 384 because i ran out of ideas for the last 128pixels :P

edit2: updated with more pixels
Last edited by AEon on Mon Jan 18, 2010 6:10 pm, edited 2 times in total.
Reason: Refreshed lvlshot code of images.
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

Kammesennin wrote:ought to be missing a few pieces on the right wall as well.
maybe they got kicked around!

i think it looks great.
Method
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Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Here's a quick update on the textures:

Image

-Method
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Looking decent.. keep and eye on those specular levels though, that corner that has a bright highlight makes it look like you're still using a relatively high level that's giving the surface a bit more 'reflection' then might be necessary given that it looks like you're going for a very 'dry' environment.
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Method
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Post by Method »

Kat: It's shiny because I used one light for the whole room. Plus it's a beveled patch, so I don't really know how to properly fix it, other than using a light with round texture.

Kaz: Looks nice man.

-Method
Kat
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Post by Kat »

Method wrote:Kat: It's shiny because I used one light for the whole room. Plus it's a beveled patch, so I don't really know how to properly fix it, other than using a light with round texture.

Kaz: Looks nice man.

-Method
Choose a section of the map and get the lighting 'right' in tems of what you're trying to do, my commenting on what *I* see is moot otherwise.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Method
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Post by Method »

Looks like it's finally shaping up.

Image

Image

Image

-Method
obsidian
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Post by obsidian »

I agree with Kat that the specular still looks rather bright. Even in that last screenshot, the wall on the left looks almost like it's gold plated. The floor on the second last screenshot above looks wet.

Looking very grungy indeed otherwise. GJ!
[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]
Kaz
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Post by Kaz »

damned cool regardless ;)
Method
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Post by Method »

Thanks for the feedback guys. I updated the above shots.

http://www.methodonline.com/temp/meth_test.htm

Btw did you know that Al Capone's preferred nickname was Snorky? It meant snappy dresser.

-Method
Yannoche
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Post by Yannoche »

Superb looking map Method, this reminds me a lot about True Combat mod.
poub_
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Post by poub_ »

http://portfolio.hourences.com/levels1.htm

That's some wild shit, man!
Kaz
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Post by Kaz »

I actually just got WarPath, the game those levels were made for, and although the game completely blows, those levels are pretty impressive in game (although there are some mildly boring areas).
Amphetamine
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Post by Amphetamine »

Kaz wrote:I actually just got WarPath, the game those levels were made for, and although the game completely blows, those levels are pretty impressive in game (although there are some mildly boring areas).
It looks and feel very Halo 2, even down to the floaty jump and the offhand, instakill melee attack. The models and skins look a lot like the H2 ones as well tbh.
Method
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Post by Method »

Please tell me if I spam this forum with screenshots. I get the feeling that I post here too often.

Image

Recent shots of other areas can be found HERE.

-Method
User avatar
Hipshot
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Post by Hipshot »

Since it looks good, it's all good =)
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
QuakerX
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Post by QuakerX »

Two things:

1: First screenie is missing a Meth decal in the shot.

2: Not sure how familiar you are with a modeling package, but getting some of that dirt and debris to blend in with the ground using a model would look a lot nicer than the hard edges which are present now. This is more of a final thing to do and I am just throwing out the suggestion.

Other than that, looks good. I was going to suggest adding a bit more color to the scene in the textures but you fixed that with the latest. :)

Quaker-X
o'dium
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Post by o'dium »

http://www.methodonline.com/temp/meth_test_gray.jpg

I would honestly make that lower floor section a smoothed mesh or patch. The kind of surface you have for the floor is tarmac, and that bends to a certain degree. The harsh edge you have where it starts to bend sticks out to much.

Dirt decals are obviously not added but would bring this level out a bit more, all over the place, dirt decals on edges and randomly on the floor as well as debris and rubbish.



http://www.methodonline.com/temp/meth_test1.jpg

While its nice you have bricks there, the bricks dont exactly make sense. Texture the broken side with a rougher slightly different texture, and who us on the ciling where the bricks have fallen from, where they used to be, by using dirt decals to make the area stand out.

The floor again, decals everywhere.

The dirt groups, mud, dust, whatever they are... These can easily be fixed. Either use an alpha mapped model to simulate fade (Can look good, but naff up close. VERY easy to do however). Or use vertex blending and model the floor and dirt heaps as one, blending out where needed.



http://www.methodonline.com/temp/meth_test3.jpg

No light from the fire? Why come? A nice dlight here would set the area off if you lower the ambient tone in the surrounding area. Same as always with dirt decals.



http://www.methodonline.com/temp/meth_test4.jpg

What are those panels? I suggest if they are suppoised to be electrical boxes you make a quick model, because ATM they look very Quake 1&2 Era (Where people used to make complex things from brushes, like chairs, PC's, tables and the like, they ended up looking like, well, boxes of stuff). Again with the blending on the floor, either alpha map it, or vertex blend it.
Pext
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Post by Pext »

impressive lighting concept in the last shot
Method
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Post by Method »

Thanks for the comments guys.

Quaker-X: Hehe, yea first one indeed is missing a meth graffiti. It's just I've been using one as a placeholder :)

O'dium: Gonna look into that blending. Also there are quiet a lot of dirt decals, because all of the textures are tiling. Gonna add more. Btw those panels are mailboxes. The ones you would see in Russian buildings. I pretty much built close to how my building used to look, although no urine stains anywhere. Cannot find the ones I built, but there's a similar ones here:

http://www.eastmeetwest.com/images/mailbox.jpg

I might just do the set and texture it, would look better. Also need to make a number decal.

-Method
Method
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Post by Method »

This area is fairly undetailed, but with time it'll be pretty. I'm going for some sort of hospital/prison look. Need to get some reference though.

Image

http://www.methodonline.com/temp/meth_test.htm

-Method
Silicone_Milk
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Post by Silicone_Milk »

Silent Hill-esque?

=)

Lookin great Meth. Just one little nitpick - the misplaced tiles look too clean on the edges (ie. they're too straight)
Shouldn't there be some chips in the edges?
I know I know, its not "detailed" yet. It's just that those edges really stood out to me
Method
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Post by Method »

Whoa, it's is kinda strange how it works. Just recently I saw some Silent Hill videos and apparently it made a mark on me. I like abondoned stuff overall. Will work on the tiles, thanks for the feedback man.

-Method
o'dium
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Post by o'dium »

Dear lord grunge edge decals man! Thats all that shots missing.

Well, that and some seriously fucked up blood stained beds.

Looking great.
a13n
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Post by a13n »

One of my maps for q3wtfduelctfmappack. (currently named ctf-1on1-matrix)
You had better stock quiet a few gallons of beer to play this map with.
You've been warned.

Image
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
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