Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

g0th- wrote: jal_: Thanks for the tip. I'm currently have a whole shaderfile name temp where I've put every single texture into a material with q3map_clipmodel on it. Just to be able to run in the map. I will be pretty happy the day I remove it :) so sick of all filepaths, shaders, models, textures names and the constant research on how q3map2 works. but I guess spawnflag 6 will do lightmaps and clipmodel in normal q3map2?
Yes, works the same as standard q3map2. So 6 for lightmapped and clipped + 8 for extruded normals clipping fix = spawnflags 14 and no need of shader files (unless special cases you want them, ofc). I'm using it all the time now, and for the same kind of constructions you show in your shots. With standard q3map2 I often got falling through triangles, but this one rarely gets them.
Kaz
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Re: Screenshots

Post by Kaz »

goth: it's q3, "my engine" isn't much of anything different anyway (i wish it were super awesome!) :p

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0018.jpg[/lvlshot]

chugging along, will eventually make the light fixtures different (at least in the upper areas)
nitin77
Posts: 84
Joined: Wed Jul 23, 2008 9:21 am

Re: Screenshots

Post by nitin77 »

phantasm11,

they're absolutely amazing, well worth a visit. Especially the virtually unknown one in the jungle that hardly any tourists go to. And yes you do spend most your time taking picture after picture.

If you would like, I have plenty of shots of Ta Prohm and the jungle one I mention, in case you want some reference shots.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

@nitin77: Though initially inspired by pics of Angkor, I've taken this map toward a more Mayan style than Vietnamese; Mostly because I can't get the detail I would like to out of the Q3 engine without killing framerates to do justice to Angkor. If you have any pictures online, however, I'd love to check them out.

@Kaz: Looking good! And here is the vine you ordered, inching its way towards the shotgun...
Also featured: New moldy stonework and torch holders more suited to this kind of theme/architecture.

Image
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Re: Screenshots

Post by urgrund777 »

phantazm - not sure if it was intended, but the saturated colours of the natural elements (fire, sky, foliage) works really well the neutral structural textures! :)
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

phantazm11 wrote:I've taken this map toward a more Mayan style than Vietnamese
Angkor is in Cambodia, not Vietnam.

National Geographic featured an issue last month with Angkor on the cover. You are sure to find the photos inspiring...
http://ngm.nationalgeographic.com/2009/ ... stone-text
[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]
phantazm11
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Re: Screenshots

Post by phantazm11 »

obsidian wrote:
phantazm11 wrote:I've taken this map toward a more Mayan style than Vietnamese
Angkor is in Cambodia, not Vietnam.

National Geographic featured an issue last month with Angkor on the cover. You are sure to find the photos inspiring...
http://ngm.nationalgeographic.com/2009/ ... stone-text
Ha, I knew that too. Chalk that one up to a Duh moment :)

Thanks for the link!
nitin77
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Re: Screenshots

Post by nitin77 »

phantasm11,

will send some mail.
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monaster
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Re: Screenshots

Post by monaster »

phantazm11 wrote:Mostly because I can't get the detail I would like to out of the Q3 engine without killing framerates to do justice to Angkor.
That's excatly the reason why I also skipped that project a long time ago. Plus, if I don't get dead rich one day and never have to work again I probably never have the time it takes to persue a project as time consuming as this one. :tear:
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
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Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

phantazm11 wrote: @Kaz: Looking good! And here is the vine you ordered, inching its way towards the shotgun...
Also featured: New moldy stonework and torch holders more suited to this kind of theme/architecture.

Image

great! another thing is that it would be cool instead of having mouldy bricks if you made... me a sandwich

*crossed fingers*
phantasmagoria
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Joined: Wed Oct 22, 2003 7:00 am

Re: Screenshots

Post by phantasmagoria »

slightly OT: but started a new sculpt yesterday:

[lvlshot]http://img43.imageshack.us/img43/2461/snc00442.jpg[/lvlshot]
[size=85]
obsidian
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Re: Screenshots

Post by obsidian »

Is that a boomer? What material do you use? Sculpty?
[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]
phantasmagoria
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Re: Screenshots

Post by phantasmagoria »

it is indeed a boomer. I've used a lot of sculpey (polymer clay - bake it and it sets hard) in the past, but find it a bit soft. This stuff is Chavant NSP Plasteline, which is quite a tough oil based wax, much harder than sculpey. It has benifits in that you can heat it up and pour it, make a clay like slip from it using alcohol based solvents and even carve the harder gradients of it it like you would stone or wood. It holds fine detail like a motherfucker and silicone loves it (for molding purposes).

If this turns out alright, I'll make a silicone mold of it and churn out a couple of resin casts. I'm really trying to boost my portfolio in this direction, over the larger stuff I've been doing the past few years.
[size=85]
phantasmagoria
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Re: Screenshots

Post by phantasmagoria »

[lvlshot]http://img139.imageshack.us/img139/9739/snc00447.jpg[/lvlshot]

We had a sunny day today so I took advantage \o/.
[size=85]
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

[lvlshot]http://www.simonoc.com/images/misc/cl_parseservermessage_ooops.jpg[/lvlshot]

Seems like I just keep finding new ways to break q3, I know how to fix it but it is something I wanted to share :D Unfortunately I have nothing visual to share, too may things broken at the moment.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
jal_
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Re: Screenshots

Post by jal_ »

Rushing a map for the new bomb & defuse gametype in Warsow. We had an awful looking layout and I have to make it look decent in a couple of days. Somehow I liked this bit:

Image
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Nice! I've been trying to fake that effect with the light in q3, although, shouldn't the bloominess match the actual diameter of the spotlight (it looks wider)?
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Hipshot
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Re: Screenshots

Post by Hipshot »

What effect did you try to fake, the light beam or the brighter cone?
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
Kaz
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Re: Screenshots

Post by Kaz »

The brighter cone (i think that's what you're referring to), the TA flare shader is about as good as it gets?

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/latest.jpg[/lvlshot]
jal_
Posts: 223
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Re: Screenshots

Post by jal_ »

It's just an autosprite2, the same as yours, I think. We implemented a new rgbgen for these things so you can graduate the transparency for the distance to the view. It's a very simple trick and a total blast for these things. They don't feel intrusive with the player view anymore, and somehow look more "alive". I never liked using them when I mapped for q3 and I'm spamming them everywhere now :P

I'm not sure if it should match the wide of the directional light cone. Maybe, but maybe only the central part is strong enough to light the particles suspended on the air. Dunno. I'm any case I'm mapping this too fast to slow down and think such details :)
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Hipshot
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Re: Screenshots

Post by Hipshot »

The problem as I see it - and I've said it so many times - is that when people are making visible light rays, they never really think the whole way. Often they use them in an environment where it would never be seen, they are to strong, to wide/narrow, to many, etc. Here I think the problem is that the actual light source isn't very bright at all, it looks like the light is dimmed down and not very strong, the light cone on the wall seems to much for the light strength too. I suggest you tone the cone and the ray down, or up the light source (texture) major.
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
obsidian
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Re: Screenshots

Post by obsidian »

True, you would need a strong light source along with some sort of atmospheric density for the light to scatter off of, like fog or rain. You're not likely to see such an effect in the middle of a sunny day.
[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]
jal_
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Re: Screenshots

Post by jal_ »

You're right but... I'm not pretending to be realistic here, y'know ;). I'm going to change the sky to a color as in the first moments of a dawn, tho.
sock
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Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bn1l.jpg[/lvlshot]
Im happy with the outline, just need to finish off the lighting and texture density/alignment.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
jal_
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Re: Screenshots

Post by jal_ »

The upper side of the big pillars has a very, very nice shape.
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