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Posted: Sun Jun 04, 2006 12:25 am
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/spaceship1.jpg[/lvlshot]

Modelling practice :]

Posted: Sun Jun 04, 2006 7:12 am
by a13n
Here is a layout of my next map named identity.
Image

Posted: Sun Jun 04, 2006 8:01 am
by spookmineer
FFA?

Or maybe 1v1?

I'm trying to work around the q3 skybox bug. You can whack a

Posted: Sun Jun 04, 2006 11:35 am
by Black_Dog
I'm trying to work around the q3 skybox bug. You can whack a huge cube in a skyportal, pull the UV coords in half a texel and turn off mipmapping for some decent results. I've also only using half a skybox, which is a nice saving on texture memory if the bottom half of the sky can't be seen from inside a map.

[lvlshot]http://members.westnet.com.au/GeoffGole/temp/q3_skyboxtest_1.jpg[/lvlshot]

At low resolutions lines will still show up and aliasing becomes an issue, but at 800*600 or above it seems to be fine. The downside is that it's a pain in the ass, and you need a huge skyportal scale to keep parallax shift from being visible.

Posted: Sun Jun 04, 2006 12:24 pm
by a13n
spookmineer wrote:FFA?
Or maybe 1v1?
At this moment I can tell that it's intended to be played with cpma.
I'll upload beta version within the next a few weeks.
Maybe you can tell which type should it be.

@Black_Dog
Beautiful.
If only sun shines like that everyday. :tear:

Posted: Sun Jun 11, 2006 12:56 am
by Kaz
[lvlshot]http://kaz.quakedev.com/images/media/models/smg_render.jpg[/lvlshot]

woot =]

Posted: Sun Jun 11, 2006 5:13 am
by a13n
Pimp release soon.
This was a cpma map at initial plan but turned out to be a CTF map.
Image

Posted: Wed Jun 14, 2006 8:01 pm
by Hipshot
Pure gameplay
Image

Posted: Thu Jun 15, 2006 12:20 am
by Fjoggs
You don't miter?

Posted: Thu Jun 15, 2006 7:14 am
by Hipshot
Not in this process...

Posted: Thu Jun 15, 2006 7:24 am
by Kaz
[lvlshot]http://kaz.quakedev.com/images/media/maps/hvcdm1_1.jpg[/lvlshot]

New textures/skybox (a desaturated version of your "interstellar", hipshot) :]

Posted: Thu Jun 15, 2006 12:52 pm
by voodoochopstiks
@Hipshot: Mitering is more important for gameplay than graphics tbh. Now is the time :D

Posted: Thu Jun 15, 2006 4:54 pm
by Hex
Why is mitering important for gameplay? Counting tris still?

Posted: Thu Jun 15, 2006 5:06 pm
by Hipshot
Nah, "mittering" isn't that important, FPS is and mitterig good helps that. I won't mitter a devlayout that gives me ~500FPS, kinda. I'll ofc mitter a "real" map for the optimization.

I like the desaturaton and moire feel of that map Kaz =)

Posted: Thu Jun 15, 2006 10:11 pm
by voodoochopstiks
Isn't mitering making 45° edges instead of 90° ones?

This is hugely important for flow and combat.

Posted: Thu Jun 15, 2006 11:17 pm
by Foo
voodoochopstiks wrote:Isn't mitering making 45° edges instead of 90° ones?

This is hugely important for flow and combat.
It can be used in 2 contexts. In the technical sense, it's when you join two perpendicular brushes with 45° edges, leaving them flush and only one face from each brush exposed in the game world.

In the gameplay sense, it's making the edge of a corner passage/room corner angled to allow a greater view around a corner, or to remove a dead corner area.

Posted: Fri Jun 16, 2006 1:58 am
by Fjoggs
God it's been long since I've pimped anything, so here I go.
2on2 cpma map, nearing beta. Playtested alot with real-people, plays good imo.

Going for a simple style this time, not crazy angled brushwork etc etc.
Lighting needs tweakage, especially the spotlights.

Image
Image
Image

Posted: Fri Jun 16, 2006 2:19 am
by xfoo
That's looking great fjoggs, if you want / need a beta tester give me a shout.

Posted: Fri Jun 16, 2006 4:58 am
by Hipshot
Yea that looks great, Love the middle blue part there.

(And ofc I mitter the walls from dead edges, when I feel needed, but not the tris-opt-part right now).

Posted: Fri Jun 16, 2006 6:35 am
by wviperw
Looks good fjoggs but I'd get rid of that spotty lighting that is particularly noticeable in the first and third shot. It distracts from the rest of the scene because all I see is these big circles of light. I'd instead maybe go with a single vertical light at the bottom or top of that section of the wall.

Posted: Fri Jun 16, 2006 10:45 am
by Foo
Fjoggs wrote:God it's been long since I've pimped anything, so here I go.
2on2 cpma map, nearing beta. Playtested alot with real-people, plays good imo.

Going for a simple style this time, not crazy angled brushwork etc etc.
Lighting needs tweakage, especially the spotlights.
Bwah fucking hell, your style has progressed leaps and bounds, that looks red hot.

Count me in for beta too, you're gonna need a pool of people to sustain 2v2 :D

Posted: Fri Jun 16, 2006 11:00 am
by Strahlemann
That looks really really sweet!
I love the colors and the architecture.

Posted: Fri Jun 16, 2006 1:48 pm
by ^LordSquart^
Hi everyone .. lot of time passed since my last post here ..
one day ill post this one :) ...
I'm working on it on/off from years ...

LSdmfinal - V3 [Veni,Vidi,Vici]
Image

Image

asap i'll post some more about ..
still lot to be done for a release ... lights,optimization and some brushwork ... see ya and keep up all this great stuff !!

Specialthanks to Sock assets, his textures packs and models inspired me a lot... tnx so much !!!

> http://www.codedark.com
> http://www.chaos-sphere.com
> http://www.planetquake.com/lordsquart/

Posted: Fri Jun 16, 2006 2:01 pm
by sumatra
:drool:





















:lub: I think my heart stopped beating for a second or two...
It's Q3, unbelievable...

Posted: Fri Jun 16, 2006 2:48 pm
by Fjoggs
Haha, about time you releasing that shit. You've been working on it for how long? :D