Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
GODLIKE
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Joined: Tue Nov 30, 1999 8:00 am

Re: Screenshots

Post by GODLIKE »

phantazm11 wrote:GODLIKE: Are you working on any community projects atm? I'd love to see another GODLIKE level :)
Thx for the vote of confidence. I've got some half-completed stuff around, but I can't say that I've been super active on not-Threewave projects lately... We have much cooler toys at work than I do at home. :P
ix-ir
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Re: Screenshots

Post by ix-ir »

Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
g0th-
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Re: Screenshots

Post by g0th- »

GODLIKE wrote:@ G0th:
Hey, that's coming a long way from the last thing I saw you model. Nice work.. :)
Thanks. Was a long time ago man.

Looking forward to see what you have been working on once threewave releases something, I bet it's going to be awesome :)


phantazm11: Thanks. I hope everything is going well with your singleplayer cuz I'm ready for some more action :)


edit: oh and I almost forgot ALMighty I love the mood you got going there, can't w8 for a beta.
[url]http://www.g0th.se[/url]
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Hipshot
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Re: Screenshots

Post by Hipshot »

ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.
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
sumatra
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Re: Screenshots

Post by sumatra »

Hipshot wrote:
ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.
I think so too, a simpl,e blend shader shpuld work with the right textures.
Similar to this one, but more detailed:

Image
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

Indeed. It's just an image with Screen Add blend function on it :)
o'dium
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Re: Screenshots

Post by o'dium »

I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.
sumatra
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Re: Screenshots

Post by sumatra »

edit: Had a small appearance of amnesia :D
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

o'dium wrote:I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.
If that's directed towards me, there's another material this image is applied over. It doesn't go by itself on walls like this. The lighting is meant to look like this and you wont notice it when it gets slapped on its backing counterpart.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Well a simple blendfunc add will provide results where the texture has that glow, great for neon signs and looks perfect in night. However, because the Quake engine lacks ambient occlusion, it doesn’t bounce the light from the sign onto the surrounding. Also a lack of bloom filter wont quite sell the result.

IMO, its easy to get a close approximate of the sign into Quake 3, however it wont look nearly as cool ;)
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seremtan
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Re: Screenshots

Post by seremtan »

i tried something like this in a q3 map years ago, trying to imitate the sign of the hotel where neo 'dies' in the matrix:

Image
obsidian
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Re: Screenshots

Post by obsidian »

pjw
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Re: Screenshots

Post by pjw »

obsidian wrote:Guns
Just a quick note--if anyone uses any variant of the neon sign shader from that map (or the original pjw3dm6), please, please give ydnar (Randy Reddig) credit, as he was responsible for the majority of shaders and textures in that level. :)
ix-ir
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Re: Screenshots

Post by ix-ir »

Cheers, I'll take a look at that.
Kaz
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Re: Screenshots

Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/h2hud.jpg[/lvlshot]

:paranoid: what i was bored

(not my map, though)
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

Testing some terrain build. More info on my forums for anyone interested. All Blender 3D.

Image
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
obsidian
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Re: Screenshots

Post by obsidian »

Dude, that looks awesome! [cough]ETQW?[/cough]

Any particular reason the meshes aren't merged together? Texturing reasons?
Kat
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Re: Screenshots

Post by Kat »

obsidian wrote:Dude, that looks awesome! [cough]ETQW?[/cough]

Any particular reason the meshes aren't merged together? Texturing reasons?
It started out as a test generally for QW but I dumped that in favour of trying to flesh out the process I was using.

It's in sections becasue that's the only way to manage it and the tris count in the early stages of building. It's currently 14k (only basic reduction pass done on it.. could probably shave off another 1/3rd without any noticable degridation) and 120x120k so it's 4x (?) larger than the average QW level.
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ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

I'm pretty happy with how the textures turned out. Getting better! :smirk:

The first beta should be ready within the next couple of days.

[lvlshot]http://alm.gamedesign.net/images/shot0263.jpg[/lvlshot]
[lvlshot]http://alm.gamedesign.net/images/shot0264.jpg[/lvlshot]
pjw
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Re: Screenshots

Post by pjw »

^^That's looking cool, but I'd consider adding some vertical stone trimwork where the faces come together; that texture is never going to look quite right wrapping around corners, even if you're fussy and line it up exactly...
Kat wrote:120x120k so it's 4x (?) larger than the average QW level.
Holy crap.
That looks cool. I love heights and cliffs and so on. Nice. :)
g0th-
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Re: Screenshots

Post by g0th- »

Looks uber sexy Kat. Would be awesome to see a ingame shot of that.
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urgrund777
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Re: Screenshots

Post by urgrund777 »

hey kat, nice looking terrain, what's your process? any particular tools to get that look?
Kat
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Re: Screenshots

Post by Kat »

urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
I'm hoping to get some info up at some point that'll run through the process.
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ALMighty
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Re: Screenshots

Post by ALMighty »

pjw wrote:that texture is never going to look quite right wrapping around corners, even if you're fussy and line it up exactly...
It looks alright to me even when it's not aligned properly. I'll try to align it the best I can though, thanks.
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phantazm11
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Re: Screenshots

Post by phantazm11 »

Kat wrote:
urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
I'm hoping to get some info up at some point that'll run through the process.
Awesome stuff Kat. Can't wait to see how you did that :)
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