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. :Pphantazm11 wrote:GODLIKE: Are you working on any community projects atm? I'd love to see another GODLIKE level
Screenshots
Re: Screenshots
Re: Screenshots
Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
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Thanks. Was a long time ago man.GODLIKE wrote:@ G0th:
Hey, that's coming a long way from the last thing I saw you model. Nice work..
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]
Re: Screenshots
Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
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
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
Re: Screenshots
I think so too, a simpl,e blend shader shpuld work with the right textures.Hipshot wrote:Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
Similar to this one, but more detailed:

[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
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Re: Screenshots
Indeed. It's just an image with Screen Add blend function on it 

Re: Screenshots
I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.
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edit: Had a small appearance of amnesia 

[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
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Re: Screenshots
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 wrote:I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.
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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
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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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:


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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.obsidian wrote:Guns

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Cheers, I'll take a look at that.
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[lvlshot]http://kaz.quakedev.com/junk/h2hud.jpg[/lvlshot]
what i was bored
(not my map, though)

(not my map, though)
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Testing some terrain build. More info on my forums for anyone interested. All Blender 3D.


[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
Dude, that looks awesome! [cough]ETQW?[/cough]
Any particular reason the meshes aren't merged together? Texturing reasons?
Any particular reason the meshes aren't merged together? Texturing reasons?
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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.obsidian wrote:Dude, that looks awesome! [cough]ETQW?[/cough]
Any particular reason the meshes aren't merged together? Texturing reasons?
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.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
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I'm pretty happy with how the textures turned out. Getting better! 
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]

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]
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^^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...
That looks cool. I love heights and cliffs and so on. Nice.
Holy crap.Kat wrote:120x120k so it's 4x (?) larger than the average QW level.
That looks cool. I love heights and cliffs and so on. Nice.

Re: Screenshots
Looks uber sexy Kat. Would be awesome to see a ingame shot of that.
[url]http://www.g0th.se[/url]
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Re: Screenshots
hey kat, nice looking terrain, what's your process? any particular tools to get that look?
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I'm hoping to get some info up at some point that'll run through the process.urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
It looks alright to me even when it's not aligned properly. I'll try to align it the best I can though, thanks.pjw wrote:that texture is never going to look quite right wrapping around corners, even if you're fussy and line it up exactly...
[url=http://www.youtube.com/user/almighty1984]Music[/url]
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Re: Screenshots
Awesome stuff Kat. Can't wait to see how you did thatKat wrote:I'm hoping to get some info up at some point that'll run through the process.urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
