Damn fine work there man keep it up.
Screenshots
Re: Screenshots
I still refuse to believe these shots are in Quake 4 
 Quake 4 never looked that good 
Damn fine work there man keep it up.
			
			
									
						
										
						Damn fine work there man keep it up.
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				+JuggerNaut+
 - Posts: 22175
 - Joined: Sun Oct 14, 2001 7:00 am
 
Re: Screenshots
either the dude's in the industry or he fucking needs to be.
			
			
									
						
										
						Re: Screenshots
+JuggerNaut+ wrote:either the dude's in the industry or he fucking needs to be.
Second that.
Awesome work as always BJA
[url]http://www.g0th.se[/url]
			
						Re: Screenshots
BJA, I love that! Makes me think of Resident Evil, for some reason.
It's so damn inspiring watching what you guys do! Really makes me want to learn more.
I have a question, how do you hide the weapon in Q4? cg_drawGun didn't work
[lvlshot]http://img90.imageshack.us/img90/9112/shot00014ie7.jpg[/lvlshot]
edit: thx BJA!
			
			
													It's so damn inspiring watching what you guys do! Really makes me want to learn more.
I have a question, how do you hide the weapon in Q4? cg_drawGun didn't work
[lvlshot]http://img90.imageshack.us/img90/9112/shot00014ie7.jpg[/lvlshot]
edit: thx BJA!
					Last edited by ALMighty on Fri Feb 08, 2008 9:38 am, edited 1 time in total.
									
			
						
										
						Re: Screenshots
Thanks everyone 
@AlMighty: I made my own q4 "screenshot config" a while back. This will hide everything on screen, like weapon model, hud, crosshair. Just make sure to backup your original Q4Config.cfg
download:
http://www.bja-design.de/different/Quake4Config.cfg
			
			
									
						
										
						@AlMighty: I made my own q4 "screenshot config" a while back. This will hide everything on screen, like weapon model, hud, crosshair. Just make sure to backup your original Q4Config.cfg
download:
http://www.bja-design.de/different/Quake4Config.cfg
Re: Screenshots
whoa that's some impressive shit - a great design ideaBJA wrote:Still messing around with the Q4 editor and my little texture/model set. In case anybody wonders, those tentacles are supposed to be old roots. First wanted to make them out of meat and blood but thought that would be too much of Doom3/Quake4 style.
[img]awesome%20pic[/img]
Highres Screen:
http://www.bja-design.de/different/q4sc ... r1_big.jpg
also, i saw all that junk lying around and immediately thought "physics fun" but then remember Q4 doesn't really have a proper physics engine so i'm guessing that cardboard box is made from concrete and bolted to the floor, yes?
Re: Screenshots
that's pretty sweet. is it self-shadowing? i can't tell from the in-level screeno'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
Re: Screenshots
In Quake 4, it wont cast shadows because alpha tested surfaces wont cast them. Well they do, just not the shape thats on them. Shadows can be cast onto them though.seremtan wrote:that's pretty sweet. is it self-shadowing? i can't tell from the in-level screeno'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
In OverDose, they cast shadows because our per pixel code is using shadow maps (Soft shadowing), so it allows you to cast them.
Re: Screenshots
BJA: Very nice. I believe what makes level good from visual stand point of view are organic shapes and slightly off grid, yet carefully placed objects to break the blockiness.
-Method
			
			
									
						
										
						-Method
Re: Screenshots
Everything posted in the last 5 pages or so is just UNF. Gonne have to visit a doctor to fix my constant floordropping jaw. 
			
			
									
						
										
						- 
				phantazm11
 - Posts: 362
 - Joined: Tue Jan 31, 2006 12:03 am
 
Re: Screenshots
Looks nice Phantazm11. Is this the same singleplayer map you worked on a couple of months ago? If so how far have you gotten on it?
			
			
									
						
							[url]http://www.g0th.se[/url]
			
						Re: Screenshots
Not exactly a "level" but this is OverDose's main theme, it was supposed to be very Doom 3 and Quake 2 in terms of style:
http://www.quake2evolved.com/odium/od_title.ogg
As for a pic, well, I finally did my sky. Its using a half sphere model, with 2 layers of scrolling clouds and an autosprite sun:
[lvlshot]http://www.quake2evolved.com/odium/sky.jpg[/lvlshot]
			
			
									
						
										
						http://www.quake2evolved.com/odium/od_title.ogg
As for a pic, well, I finally did my sky. Its using a half sphere model, with 2 layers of scrolling clouds and an autosprite sun:
[lvlshot]http://www.quake2evolved.com/odium/sky.jpg[/lvlshot]
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				phantazm11
 - Posts: 362
 - Joined: Tue Jan 31, 2006 12:03 am
 
Re: Screenshots
It is the same map, g0th. It has progressed quite far even though I haven't had a lot of time to work on it because of other obligations.g0th- wrote:Looks nice Phantazm11. Is this the same singleplayer map you worked on a couple of months ago? If so how far have you gotten on it?
Nice sky o'dium.
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				d3mol!t!on
 - Posts: 284
 - Joined: Thu Feb 16, 2006 3:48 pm
 
Re: Screenshots
Nice looking sky o'dium. The song is also good, and quite fitting of D3 and Q2. May I ask who created it?
			
			
									
						
										
						Re: Screenshots
In the progress off modelling some assets for a new map I am working on   
[lvlshot]http://www.g0th.se/pics/wip_structure.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/wip_structure_02.jpg[/lvlshot]
			
			
									
						
							[lvlshot]http://www.g0th.se/pics/wip_structure.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/wip_structure_02.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
			
						Re: Screenshots
Wow, very nice! What game and what are you using to model it?
			
			
									
						
										
						- 
				phantazm11
 - Posts: 362
 - Joined: Tue Jan 31, 2006 12:03 am
 
Re: Screenshots
That looks great g0th. Can't wait to see it textured!
			
			
									
						
										
						Re: Screenshots
obsidian: Thanks man 
 I am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map
			
			
									
						
							phantazm11: Glad you like it. I will be looking forward to play you're single player map
[url]http://www.g0th.se[/url]
			
						- 
				blushing_bride
 - Posts: 11
 - Joined: Fri Feb 16, 2007 9:35 pm
 
Re: Screenshots
it will probably be fine as long as you don't expect it to run at 60fps on a low end machine. The great thing about creating assets outside of radiant is that you can use them in just about any game engine you can get your hands ong0th- wrote:besides I think it's a bit to high-poly for Q4
Re: Screenshots
You can still export brushes out to ASE or OBJ or whatever out of Radiant so technically speaking you can get assets transferred to any game, but yeah, I know what you mean.
			
			
									
						
										
						Re: Screenshots
UT3 = 'prefabs' are your bestest friendsg0th- wrote:obsidian: Thanks manI am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
			
						Re: Screenshots
We have a dedicated music and sounds teamd3mol!t!on wrote:Nice looking sky o'dium. The song is also good, and quite fitting of D3 and Q2. May I ask who created it?
Re: Screenshots
My next map (coming soon) Q3shw22. These are first shots from alpha 1:



			
			
									
						
							


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