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Posted: Wed Apr 18, 2007 1:34 pm
by maz0r
woohoo never saw someone quoting himself in signatures
@method: your shots look awesome. although I agree with this plastic_cream that those floortiles need some work.
IMO even the lighting could be enhanced by toning it down a lot. These dirty windows shouldn't light the scene that much. Especially the wall around the window is too bright if you ask me. But maybe there are some light sources which can not be seen, who knows

Also your film-noir style reminds me of the sin city movie or similar black/white productions using one bright color for contrast. Maybe you should stay with these grayish tones and just put some blood decals in

Posted: Wed Apr 18, 2007 1:40 pm
by o'dium
Not exactly level editing as such, but kinda at the same time...
Our games website went live:
http://www.quake2evolved.com/overdose
There are some technology pics up and a hell of a lot of concept atm. The rest I'm trying to sort out now.
Posted: Wed Apr 18, 2007 1:42 pm
by Method
Thanks for the comments guys.
maz0r: Funny you mention film noir. Recently, I picked up The Untouchables DVD Set with 1960's series of cops trying to get Al Capone and other yellow rats. Been watching that a lot. The lighting is indeed too bright, you're right. Will fix that. I will add the blood and tweak the tiles texture.
-Method
Posted: Wed Apr 18, 2007 6:33 pm
by sock
Method wrote:I'm going for some sort of hospital/prison look. Need to get some reference though.
Try another approach, break away from the q3 cookie cutting floor thing and instead drop rubbish/debris models on the floor surface instead.
Ref Image from an abandoned hospital :
http://simland.planetquake.gamespy.com/ ... ref169.htm
Sock
Posted: Wed Apr 18, 2007 9:43 pm
by Lukin
Method, that looks sick... Is it going to be a multiplayer level, or maybe an atmospheric sp map? I think I'd enjoy the latter more.
Posted: Wed Apr 18, 2007 11:51 pm
by seremtan
it looks nice but i've got to say: the old loose floor tile thing is becoming a new cliche, getting up there with crates and pipes
Posted: Thu Apr 19, 2007 12:11 am
by Method
Sock: I know 3dsMax, but I've been trying to stay away from models. If you notice most of my maps don't use any models at all, except jumppads and weapons. I try and build everything in the radiant, but I guess it doesn't work out. Will have to look into modeling those. Btw when I said I need some reference, I meant I'm gonna look through my endless abondoned photo collection and then make the area more realistic. I didn't mean to bother anyone and find it for me. I hope I didn't look lazy by that comment. Thanks for finding the reference though.
Lukin: Thanks man. I'm not sure if it'll be a playable level yet. I started this project a week or two ago just to see if I can make some good textures. I always say that this or that game didn't have textures I needed to create atmopshere I was shooting for or use sci-fi to fake urban environment, so I decided to just make what I need. So far I'm happy with it and it's shaping up good.
Seremtan: I know what you mean. I'll try and make the tiles look better and maybe use more decals to create detail rather than using loose floor tile.
-Method
Posted: Thu Apr 19, 2007 12:36 am
by obsidian
I think a cracked tile decal will look better. Sort of like someone dropped something large on the tiles causing a circular crack. Maybe a few others with scattered chips and scratches.
Posted: Thu Apr 19, 2007 1:57 pm
by TRINIX
just another quick editor shot of an up an comming DM map.

Posted: Thu Apr 19, 2007 2:05 pm
by dnky
A while ago I began trying to put together a gothic themed FFA level for Q4. I more or less abandoned that attempt, and instead decided to use the assets I created for that project for my first serious attempt at a competitive style map. My aim is to include the design aesthetics that appeal to me, combined with some solid building technique inorder to produce my first map aim for competitive play.
Anyway, enough rambling; here's what I have so far:

Plenty to do, but coming together rather nicely.
Posted: Thu Apr 19, 2007 9:20 pm
by A1yssa
Kaz wrote:[lvlshot]http://kaz.quakedev.com/junk/grungewall2.jpg[/lvlshot]
Some low-tech texturing
edit: it's 384 because i ran out of ideas for the last 128pixels :P
edit2: updated with more pixels
We want moooooooore!

Posted: Thu Apr 19, 2007 9:48 pm
by Kat
dnky wrote:A while ago I began trying to put together a gothic themed FFA level for Q4. I more or less abandoned that attempt, and instead decided to use the assets I created for that project for my first serious attempt at a competitive style map. My aim is to include the design aesthetics that appeal to me, combined with some solid building technique inorder to produce my first map aim for competitive play.
Anyway, enough rambling; here's what I have so far:

Plenty to do, but coming together rather nicely.
Nice.. not too keen on the strong black bands as they contrast very hard with the other more subtley similar textures. When you get a chance try changing it to match the rest tonally or 'fade' it to look like an older, more worn strip of colour.
Posted: Fri Apr 20, 2007 10:36 am
by Method
Quick update on my urban textures project:
Feedback is welcome as always.
-Method
Posted: Fri Apr 20, 2007 1:39 pm
by Pext
dust in the air would be ace

Posted: Fri Apr 20, 2007 1:41 pm
by o'dium
Agree. Get some custom particle effects in there, you can rip them from the Q4 light bloom shaders into your own use. They are tiny so shouldn't even change FPS a bit.
Posted: Fri Apr 20, 2007 10:04 pm
by spookmineer
The wood on the window doesn't look natural, seeing the amount of overexposure through the window, the back of the wood should be near black?
Posted: Fri Apr 20, 2007 10:52 pm
by Method
Corsair suggested changing the light to warmer color, so it won't be too black and white so to say. I update the shot above, added some more little detail and dirt decals on the ceiling.
Spookmineer: You're right, in reality it would be like that. But let's say the light bounces around the room and lit the wood a bit for the sake of visuals. Although I'm gonna look into it more.
-Method
Posted: Sat Apr 21, 2007 11:37 am
by Method
Another room:
-Method
Posted: Sat Apr 21, 2007 1:43 pm
by Amphetamine
Messing with making vertex blended rust in Q3:
Just a texst to see how it would work out. Needs a bit more tweaking.
***EDIT***
After a bit more playing around, went for a rust texture with much less low frequency data.
At distance:
Up close:
It's working quite well with the mipmapping I think. I did try bumping tcmod scale up higher, which gave some realy fine detail close up, but made the mips go funny at distance.
Unfortunately in order to do this with alpheafunc GE128 so it looks noisy, you're limited to very bright alpha's which become prety much invisable with blend markers bellow 75%. Shame that you can't have blendmarkers <100% (I tried, but it wouldn't work for me).
Anyway, that was a fun experiment in rust blending that I might implement in a level at some point.
Posted: Sat Apr 21, 2007 5:31 pm
by dnky
Cool, amp. I have actually been thinking for a while that it would be possible to model a map, uvwmap it with several different blending shaders, then use alphaMod brushes to blend together. For a grungy factory theme this could look very nice indeed. It wouldnt necessarily have to be done with models, but for me it would be easier that way.
Posted: Mon Apr 23, 2007 11:07 am
by H.Reaper
Pretty cool screens Method , remind me SilentHill/Condemned.
Keep that way.
What game is it for ? i guess you already said it, but am so lazy...

Posted: Mon Apr 23, 2007 4:50 pm
by Method
H.Reaper: Thanks. Those environements were created in Quake 4 (Doom 3 engine). Not for a game, it's just a project I started to create texture set I always wanted for my style of levels, instead of faking urban environemnts with sci-fi textures.
-Method
Posted: Mon Apr 23, 2007 5:13 pm
by Amphetamine
Method: That is really looking good, you seem to be getting grime down to a fine art. The boards over the windows could maybe benefit from some little screw/nail decals on each end so they don't look like they're held on with superglue though.
Posted: Wed Apr 25, 2007 9:46 am
by Method
Another day, another room.
Amphetamine: Gonna look into little details at a later stage. Good idea though.
-Method
Posted: Wed Apr 25, 2007 8:18 pm
by spookmineer
This one look really good! The cracked floor with a slope, the walls, all have an even amount of decay over them.