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Re: Screenshots
Posted: Sun Nov 04, 2007 3:27 am
by APM
Re: Screenshots
Posted: Sun Nov 04, 2007 8:16 am
by pjw
sock wrote:Coming Soon ...
Preemptive response to any "wtf

this iz not quake?!" posts:
It's a cool game, you can make levels for it, and it's created by an old school Q3 mapper.
Shut up and wait for the goodies.

Re: Screenshots
Posted: Sun Nov 04, 2007 11:26 am
by hemostick
brush tech is on it's last legs (as has been sad before)
I think it's still sad

Re: Screenshots
Posted: Sun Nov 04, 2007 3:36 pm
by obsidian
Kat wrote:brush tech is on it's last legs (as has been sad before).
I disagree with that, and I'm saying that as a heavy modeler, as you know. There's something about brushes that are still powerful for dropping down a layout for rapid prototyping that you can't do (as easily) in a modeling program. Games that have been created completely in a modeling program tend to be.... well, Halo-esque. Repetitive both visually and in gameplay. That's a generalization, but I think that is for the most part true.
Models will become a greater part in game design when it comes to adding high polygon detailed objects into the game world, but I think there will always be room for brush based objects as well.
Re: Screenshots
Posted: Sun Nov 04, 2007 4:39 pm
by Foo
APM wrote:hey guys,
screens of a q3dm nearing completion;
= AWESOME
Re: Screenshots
Posted: Mon Nov 05, 2007 9:18 am
by Hipshot
@ APM, looks very old school, love the angled teleporter on top there and the sharp stairs.
Re: Screenshots
Posted: Tue Nov 06, 2007 1:04 am
by Kat
pjw wrote:sock wrote:Coming Soon ...
Preemptive response to any "wtf

this iz not quake?!" posts:
It's a cool game, you can make levels for it, and it's created by an old school Q3 mapper.
Shut up and wait for the goodies.

I completely dissagree. I want goodies (more info please)

Re: Screenshots
Posted: Wed Nov 07, 2007 2:52 am
by APM
thanks for the encouraging comments!
Re: Screenshots
Posted: Fri Nov 16, 2007 5:19 pm
by o'dium
Yay for soft, alpha tested, per pixel shadows

Re: Screenshots
Posted: Sat Nov 17, 2007 2:17 pm
by g0th-
Cool Odium. Overdose is looking better and better.
Modo rendering:
[lvlshot]http://www.g0th.se/pics/g0th_rendering_7_1.jpg[/lvlshot]
Test in the unreal engine with vertex light:
I am thinking of making this a q3 map instead, but I lack the knowledge how md3 files work, read somewhere that q3 don't support soft edges... is that true?
[lvlshot]http://www.g0th.se/pics/ut_pics/ut_screen_08.jpg[/lvlshot]
Re: Screenshots
Posted: Sat Nov 17, 2007 2:29 pm
by Hipshot
Goth- just use ASE files. Check my new map, also has terrain...
What do you mean with soft edges anyway?
Re: Screenshots
Posted: Sat Nov 17, 2007 2:48 pm
by g0th-
Hipshot: I will check your map out. Thanks
soft/hard edges are kind of the same as smoothing groups in Max.
Re: Screenshots
Posted: Sat Nov 17, 2007 4:32 pm
by obsidian
Q3 supports smoothing groups/soft edges on models.
Re: Screenshots
Posted: Sun Nov 18, 2007 2:38 am
by Kaz
Damn o'dium that is looking sweet
Re: Screenshots
Posted: Sun Nov 18, 2007 2:12 pm
by Kat
g0th- wrote:Hipshot: I will check your map out. Thanks
soft/hard edges are kind of the same as smoothing groups in Max.
As Obsidain said, Q3 is fine with smoothing, but you'll need to keep the following in mind..
- hard edged seams (smoothing edges) where UVWmaps are split on the model
- 'forcing' smoothing has to be done using split vertices
- hide seams where possible in cracks and natural edges
- no alphaMod on *groups* of models so texture blending is a bit iffy over several mesh sections so you have to do a bit of preplanning
I know you've used some models before (Q4) so you'll know about the above, the main one for modelled terrain is watching where edges end up on smoothgroups, forced or indirect.
Map looks good btw

If you do put this into Q3 make sure you've given yourself enough room to caulkhull the underhangs and whatnot where you have those leadins to tunnels otherwise hinting will be nasty!
Re: Screenshots
Posted: Sun Nov 18, 2007 6:35 pm
by g0th-
Hey Thanks for the info Kat and Obsidian. I hope I can import this into q3. Also Hipshot your models are compiled into the bsp so I wasn't able to check them out (yes I been reading that gorgoyl model thread

)
Re: Screenshots
Posted: Mon Nov 19, 2007 4:33 am
by Kat
grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links)
http://www.katsbits.com/htm/maps/kat1024.htm
Re: Screenshots
Posted: Mon Nov 19, 2007 11:10 am
by dAde
Installed Radiant and started to work on dAde_Rage again... after over 2 years of absence, sic!

. Just hoping to release second beta soon

.

Re: Screenshots
Posted: Mon Nov 19, 2007 2:42 pm
by Fjoggs
Needs more green!

Re: Screenshots
Posted: Mon Nov 19, 2007 3:31 pm
by dAde
No no no, not green!
The textures are green and AFAIK most people who used this Charon texture set also used green light (or am I wrong? :P ).
More blue light and some neutral white - that's what I want

Re: Screenshots
Posted: Mon Nov 19, 2007 3:34 pm
by g0th-
Kat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links)
http://www.katsbits.com/htm/maps/kat1024.htm
I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuff

Re: Screenshots
Posted: Mon Nov 19, 2007 3:45 pm
by Fjoggs
Re: Screenshots
Posted: Mon Nov 19, 2007 4:32 pm
by Kat
g0th- wrote:Kat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links)
http://www.katsbits.com/htm/maps/kat1024.htm
I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuff

Was going to suggest LWO but didn't know what sort of support modo had for it. Check to see if LWOs in Q3 support multimaterials (they do in D3/Q4) as that'll save you a lot of head aches re: smoothing and material assignments.
Re: Screenshots
Posted: Mon Nov 19, 2007 4:51 pm
by corsair
you lunatic, it ought to be purple surely!
Re: Screenshots
Posted: Mon Nov 19, 2007 5:02 pm
by Fjoggs
I thought you had a thing for pink?