Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
g0th-
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Post by g0th- »

Your making progress dnky. Keep the good work up
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Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/sample3.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/sample4.jpg[/lvlshot]

Some more detail and improved some textures. :)

updated
Last edited by AEon on Mon Jan 18, 2010 6:31 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Kaz
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Post by Kaz »

The beginning of a forklift to put somewhere in there :P

[lvlshot]http://kaz.quakedev.com/junk/forkliftwip.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:31 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
dichtfux
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Post by dichtfux »

central room of a minimalistic ctfduel map for q3a:

Image

uses the DSI textures by evillair.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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Foo
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Post by Foo »

Nice but it feels a bit like you're being forced to compensate for a lack of textures differentiating between surfaces by using contrasting bright and dark lights.

This works when used sparingly but you're creating a lot of very dark and overexposed areas such as around the MH and the walls next to the jumppad bases.

My suggestion would be to use a slightly stronger contrasting pair of textures on the walls and on the floor so that the floor stands apart a little better.

Aside from that I do like the lighting, especially in the water.
dnky
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Post by dnky »

ooo, cool set of wheels :) I love model renders :)
You can never have too many Q3 CTF levels either!
Two shots of my not so minimalistic Q4 ctf level.
Image
Image
I have yet to portal the map, so I am happy with the frame rate at the time of capturing these shots. Just about done with geometry, just got the task of making it a playable CTF level left to do:)
Whatever....
Kaz
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Post by Kaz »

The bottom of the first shot looks really trippy, I like it alot :)
obsidian
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Post by obsidian »

Ooo... like those two screens. Only thing, are you sure the bricky texture's normalmaps aren't inverted? Looks like they are getting lit from below rather than from above.
dnky
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Post by dnky »

Obsidian, funny you should say that :) Just been discussing this with Kat. It isnt inverted, it's something I did wrong. The bricky texture was far too surface noisey to render out a normal map from, despite cleaning it up with several filters. So I made a simplified template to create the base for a normal map...unfortunately I made the tone that represented the surrounding morter too dark, so each brick appears to be sitting back. That capture really highlights it, and when I get a moment I'll have another work at it.
Whatever....
Amphetamine
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Post by Amphetamine »

DNKY: That looks very different and I like it a lot :D
g0th-
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Post by g0th- »

Been a bit busy lately.. But I finally got some time to continue to work on my map.
Image
Image
[url]http://www.g0th.se[/url]
Amphetamine
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Post by Amphetamine »

g0th-: Reminds me of that collapsing bridge fairly early on in Prey, where you learn about your power to come back from the dead.
broar
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Post by broar »

Got a real bad z-fight headache from caulcing...

Image

Ingame shots.

Image
Kat
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Post by Kat »

Blender 3D yay! *thumbsup* Cavey and stone bits look more interesting for me. Metal bit has got forced smoothgrouping yet?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
broar
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Post by broar »

HEY - blender - HEY! :icon25:
Forced smoothgrouping? What is it? They´re all lightmapped. Carvey and stone thing will get dotproduct2 shader. Deforming the temple with lattice was FUN! Maybe i do some plants... Plants in computer games are always fuckn cool! They where way to complex in times i played the whole day long. So i really want to have wonderful green leaves in full 3d. :drool:
Kat
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Post by Kat »

The metal bits look a bit too soft edged, presumably becasue you've either used a phong shader or you've not dones what called 'forcing' smoothgroups

You don't need to do this as the end results greatly depends on the look your after but metal objects usually have 'hard' edges, what you've got there looks 'soft' becasue of the way the game engine is smoothing the polygons.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
broar
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Post by broar »

All right. I used -shade -shadeangle 120. Much to high.
I forgot how to apply pong shading in the editor. Wasn´t there an entity key?
Kat
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Post by Kat »

Smoothgroups yes, but not forced smoothgroups. The difference is that forcing them basically 'breaks' the mesh and adds in an extra bunch of verts along that break (so each edge gets it's own set of verts); you can't 'hide' that with lightmaps and it's why your metal objects look 'moulded'.

120 is good for the stone pillers and rock work
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dichtfux
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Post by dichtfux »

That temple looks quite impressive! :icon14:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
voodoochopstiks
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Post by voodoochopstiks »

That looks really nice broar, I like the stones and cliff formations a lot! I'd try to add some interesting trim or separation between the concrete arches and the walls, looks a bit weird now.
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Foo
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Post by Foo »

I think the oddness stems from the stone growing up around the steps and such... it would make more sense for there to be earth or sand building up in that manner, but not solid stone. Might be good cause for a third material there...
voodoochopstiks
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Post by voodoochopstiks »

Oi wait, I forgot to say I meant the indoors tech-corridor part when I referred to the arches and suggested the trim.
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Foo
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Post by Foo »

doh, was indeed referring to the outside area and thought you were too :D
bork[e]
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Post by bork[e] »

@ broar:

lower right image is fantastic. Love how it blends in to the mountain wall, and appears to actually be part of the terrain.
bork[e]
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Post by bork[e] »

Kaz wrote:The beginning of a forklift to put somewhere in there :P
haven't seen any of your work for about a year or so, looks like you're still at it. Looking good :icon14:
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