Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

I toyed around with one of the earlier versions of ArtRage but it seemed a little overly simplistic for what I do on a normal basis. Took a look again at the website and it seems much better developed now.

How do you like it Kaz, compared to other programs like Photoshop or Corel Painter?
[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]
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

I think ArtRage is most useful for digital painting, I default to photoshop for anything more complicated than what I could accomplish with a mouse and a brush. The version I have is still pretty featureless. It's still great fun to "paint" with the oil paint brush :)

Last post for tonight, going to have to tweak some stuff, add glass to the ceiling, etc.:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0057.jpg[/lvlshot]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Kaz: Looks awesome man.

A few screenshots from my NoGhost competition map:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_001.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_004.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_005.jpg[/lvlshot]
Last edited by AEon on Sat Dec 12, 2009 9:35 am, edited 1 time in total.
Reason: lvlshot'ed those images.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Those rock textures look almost like they're normal and specular mapped.
[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]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

phantazm11,
I like the first shot, how nicely the standard TP fits into the color scheme. You might like to create a more orange stripe texture, to alternate it on the top of the map. Lower floor yellow, med upper orange, top yellow again or so. Presently the yellow stripes are a bit too overwhelming in that shot, IMO.
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MKJ
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Re: Screenshots

Post by MKJ »

how very ShadowComplex
cool
phantazm11
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Re: Screenshots

Post by phantazm11 »

obsidian: Nope, just a badass texture. Hell, it is hard to tell it is a flat image when you are standing right next to it. I got it from Fjogg's map "Earth Core Project". It is one of Kat's textures.

[edit] Actually, I was unaware that the Q3 engine could use normal maps until someone asked me about it on IRC a couple of weeks ago. I told the person it couldn't be done, but Donkey set me straight :) Might have to look further into it.

AEon: Good idea. Didn't really think of that for this map. For this project it doesn't matter that much as this is really the only angle where you see that much of the trim, and only from this angle if you stop and stare :)

MKJ: Never played that game. But if the screenshots can be compared to a retail game, I'm a happy man!
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

I was under the impression that Quake 3 was able to support simple bump maps but not full-fledged tangent-based normal maps?

And even then, one would have to up the lightmap resolution to retardedly high values to get a decent bump map working?

Or am I thinking of something else. I could have sworn somebody wrote a thread about this though a year or two ago?
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Phantazm11: that's sick! it'd be cool to see the fan in the bottom shot sticking out of the top rocks in the first shot (maybe even two of them)

More changes, much brighter these days, I stole the glass from Doom3 but any assets that aren't mine/copyrighted I'll replace in due time:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0062.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0065.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0069.jpg[/lvlshot]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Kaz: That would've been cool. Didn't think of that. As they are now, the fans supply fresh air to the concrete 'basement" of the level.

I love that last shot a lot. For me, everything just seems to fit together perfectly. I believe I made a glass texture similar to the one in Doom 3 about four years ago. I can dig it up for you if you are interested.

[edit] Forgot to mention a while back that those jumppads are freaking cool.
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Re: Screenshots

Post by d3mol!t!on »

Experimenting with some ancient Egyptian style architecture using Sock's textures.

[lvlshot]http://i704.photobucket.com/albums/ww48/paulb09/q3_egypt_column.jpg[/lvlshot] [lvlshot]http://i704.photobucket.com/albums/ww48/paulb09/q3_egypt_doorway.jpg[/lvlshot]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

d3mol!t!on,
that column on the left would have looked good in my old AEdesert... even the skybox was the same :)
fKd
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Re: Screenshots

Post by fKd »

kaz will release a beta *jedi hand wave

:D
Julek
Posts: 14
Joined: Sat Dec 05, 2009 12:17 pm

Re: Screenshots

Post by Julek »

Hello All
some screens from me

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_1.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_2.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_3.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_4.jpg[/lvlshot]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Oh hi Julek, Welcome (:

Looks nice - is this gonna be released for vq3 play?
www.ferdinandlist.de/leveldesign
Julek
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Re: Screenshots

Post by Julek »

yes of course
d3mol!t!on
Posts: 284
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Re: Screenshots

Post by d3mol!t!on »

That reminds me of Call Of Duty, Julek :up:

I took a look at AEdesert, AEon, and you've given me a few more ideas. I especially like how you styled the obelisks, and I like how you enlarged and modified the jump pad shape to work as a teleporter :up:
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Julek, looks like some of my old maps for Team Fortress Classic (except better).
[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]
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Screenshots

Post by InsaneKid »

my new map: "HAUNTED"
>>>

Image
Reward urself: Do GOOD!
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

@ kid, sock and phant:

I'm loving your guys' maps. We will be testing all of the maps later this week and I expect that these three will be on top. Thanks for participating in the competition.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

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[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
fKd
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Location: Wellington
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Re: Screenshots

Post by fKd »

kid's map was nice, very quake live esk. but the scale of the tables and chairs seemed odd, are you meant to be a midget?

julek, you are just going from strength to strength! very promising stuff. hoping its a little bigger then ya usual small duel maps. keep up the good work sir :D
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Screenshots

Post by InsaneKid »

compared to the size of windows and hallways,
the sizes of the chairs and the sickbeds are just right! :up:
esp coz: u can easily jump on but also stand under the sickbeds
(same goes for the chairs, radiators and other obstacles -
besides the electric-chair).

Image

Image

Image

Edit:
"High up above or down below, i LUV my Q" oO

Happy Birthday, Q3!
Reward urself: Do GOOD!
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

rgoer wrote:Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect
yeah that's what I thought. Thanks for the confirmation :)
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@ insanekid...from shot 2 above, I think both our arenas had the same set of painters and decorators in :)
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