Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
g0th-
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Re: Screenshots

Post by g0th- »

That's just beautiful InsaneKid :)
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fKd
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Re: Screenshots

Post by fKd »

i wanna seeee!... why is this site (pic-upload.de) blocked here in nz? gaaa!
Delirium
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Re: Screenshots

Post by Delirium »

fKd is right, you cannot view it in NZ

I used a proxy to see it and it looks like im on LSD :D
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InsaneKid
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Re: Screenshots

Post by InsaneKid »

u just need to use "-normalmap" in the light-stage when compilin! :D

i wanna try to make vertex-light only ...
but i think, thers no option for that, is there?
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obsidian
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Re: Screenshots

Post by obsidian »

You mean like r_vertexlight?
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Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

InsaneKid wrote:u just need to use "-normalmap" in the light-stage when compilin! :D

i wanna try to make vertex-light only ...
but i think, thers no option for that, is there?
I was wondering about that. I thought "looks like my normal map when I accidentally used inverse tangents"

and now the mystery is explained. :olo:
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

edit
Last edited by skinNCNmaster on Thu Dec 22, 2011 3:58 am, edited 1 time in total.
obsidian
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Re: Screenshots

Post by obsidian »

From PM:
InsaneKid wrote:i dont want the map to have lightmap at all ...then i dont need to compile light, i guess ...or what do u think?

Im workin on 3 DOOM-packs ...and wanna try to receive the same overall-lightning. i thought, it looks like vertex with a thin black fog ...
You still have to compile LIGHT since that's what generates vertex lighting. Use vertex shaders, something like this:

Code: Select all

textures/obs-vlight/sample
{
	{
		map textures/obs-vlight/sample.tga
		rgbGen vertex
	}
}
Personally though, I think that would look like ass. I would probably keep lightmaps but maybe desaturate them with minlight or even increase saturation by playing around with -gamma and -compensate. The original Doom games don't have a total absence of light, it has very solid shades of light. Lots of sharp edged shadows. Vertex light does not do this, it only does flat even gradients.
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Julek
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Re: Screenshots

Post by Julek »

Hi all, it's me again :P
some screens:
Image
Image
dONKEY
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Re: Screenshots

Post by dONKEY »

@InsaneKid, it might just be me but the supports for the platform on the left look really phallic.
fKd
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Re: Screenshots

Post by fKd »

hay juls, nice shots! you workin on a wolf map?
InsaneKid
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Re: Screenshots

Post by InsaneKid »

dONKEY wrote:@InsaneKid, it might just be me but the supports for the platform on the left look really phallic.
:D yea, that looks good, huh?
its because of the phong-shader
and that great texture, i guess <:
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monaster
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Re: Screenshots

Post by monaster »

@ vertex-light discussion:
nice fake-3D-effect after a vertex compile test:
[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/rcpd014.jpg[/lvlshot]
Normally the wall looks like this (no vertex this time):
[lvlshot]http://resiyoyoyo.bplaced.com/pics_pub/Q3A_own/rcpd013.jpg[/lvlshot]
Last edited by monaster on Sat Jul 30, 2011 1:18 pm, edited 1 time in total.
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skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

this area in wizard101 really impresses me.. got little sparkly sprites for the crystals and everything.. :D
[lvlshot]http://www.rave.ca/en/image/full/373802/[/lvlshot]
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Hipshot
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Re: Screenshots

Post by Hipshot »

I don't think that looks good at all - it's like you're on something heavy...
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Anthem
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Re: Screenshots

Post by Anthem »

You seem to like psychedelia quite a bit, skin. It's interesting. Definitely clashy.
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skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

youve got to take into account the breadth of the world in front of you.. its pretty massive map and on many parts of it are duels occurring with hardcore effects and particles etc. Like.\\
http://www.youtube.com/watch?v=iJOEJJ3WzQs

yeah they could have done some things to make the whole thing feel more seamless.. but its pretty.. like i said before if anyone wants to look at it, download the client and ask to lead you through with my account.

oh what a day... almost ready to release the gtctf4te
Julek
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Re: Screenshots

Post by Julek »

@fKd
No im working on a quake 3 map :p
o'dium
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Re: Screenshots

Post by o'dium »

Not a fan of the "so many colours my head a'splode" theme but you gotta get props for trying something new :p
o'dium
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Re: Screenshots

Post by o'dium »

Ok a few new progress shots, a lot more going on but not exactly near final so won't show those yet, such as the outdoor areas and what not, that needs more polish. Anyway...

First up is the hero's home where you start the game. Every house has an indoor, where you cna find anything from items to people to speak with. As this is the only thing on the screen, I went with a little more detail seeing as I could push for that here (NOTE: The green on the texture is currently unused space for other things that will show up in the homes. Notice that the texture also includes a bookcase, which isn't seen here):
[lvlshot]http://img718.imageshack.us/img718/2081/pirateshomelarge.jpg[/lvlshot]
(lvlshot that big sucker, o'dium! -obs)

Heres what it looks like with correct final perspective and resolution:
Image

And heres a new enemy set, the turtle. It comes in two styles, normal and spiked, the spiked hurting the player a lot more if you touch it and its faster:
Image
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

vey nice, though the player home texture sheet and the church texture sheet are very different.. it seems to me the player house ought to have other things.. character driven things// its plain and does not inspire me to believe it is the house of the player.

if he was something before he became the player... evidence of that..
since he is a fighter now.. weapons.. or a wooden chest for his sword and shield etc.. a staircase to the cold cellar... where they store food... some idea of who his parents were or something to link him to another living creature.. a trinket of sentimental value.. one bed, four stools... young guy.. would have only one stool, MAYBE two... for one extra guest to visit his meager home..

other things he might have:
a practice dummy for the sword..
some pieces of metal, for future equipment, or as art supplies, his... him.. its not in the housa.. he's there.. but the house does not say anything to me.. it's plain default anyones bedroom/dining room mixed into one..

a cooking cauldren.. a bowl..

the urns are usually for storing dry goods or fabrics... so yeah his extra clothing could be in there.. and some flour/grain/oats.. the red book is missing.. and the three plates is odd.. no boy sets the table.

the end board for the bed is in interesting shape.. find a way to integrate it into the structural beam/trims of the house.. the bed spread is blue.. and would likely only ever be that color if the boy were from a noble house.. colors in linens were expensive and often brown/beige/off white/horse hair lol... for a blanket.. blue is out of place.. imho. As is the NEWNESS of the floor rug.. which probably is passed dn from parents or grandparents and should be worn and stained..
Last edited by skinNCNmaster on Fri May 07, 2010 3:02 pm, edited 2 times in total.
obsidian
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Re: Screenshots

Post by obsidian »

ooooookay....

I like the painted in lighting from the fireplace. Only suggestion would be to add a window or two somewhere unless he lives in a cave or something. I assume that's a picture frame and a mirror on the wall? Looks fine otherwise.

Does the player model have a relaxed stance? Might be nice if he holds his weapons in a more relaxed position in safe locations like in his home or when talking to people.
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o'dium
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Re: Screenshots

Post by o'dium »

obsidian wrote:ooooookay....

I like the painted in lighting from the fireplace. Only suggestion would be to add a window or two somewhere unless he lives in a cave or something. I assume that's a picture frame and a mirror on the wall? Looks fine otherwise.

Does the player model have a relaxed stance? Might be nice if he holds his weapons in a more relaxed position in safe locations like in his home or when talking to people.
The front of the house has a window on it and I was thinking about creating a glow/glare effect that shines in and lights the floor, kinda how I did the church windows. Would hit the "bland" spot at least.

The player model is in a standard pose atm for testing, but yeah he does put his weapons away in villages/homes.
Kaz
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Re: Screenshots

Post by Kaz »

Playing around with light intensities/saturation:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/new_shot0025.jpg[/lvlshot]
Tabun
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Re: Screenshots

Post by Tabun »

I just want to briefly note that Death Ears would make a great name for a blackmetal band.

Edit: oops, that is, in response to about a page back.. :)

I'll just make this post more useful: I suggest that you get (or make) a better grate texture for that floor grating, Kaz. It's a neat part of the room, but that texture is rather blurry and overused, IMO.
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