I'm working on a new project for Q4 CTF

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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mrd
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Post by mrd »

Looks slick. I'm liking the wood texture
Silicone_Milk
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Post by Silicone_Milk »

lookin' a lot better in the latest screenshot. I'm really diggin' it so far.

If things continue this way I might fork over some dough and get my hands on Q4.

Again, lookin' good o'dium only two things I would suggest are when fine-tuning textures...
1.) Add a little bit of grime on the wood textures. Maybe a bit of rust marks along the point where iron meets wood and I think maybe some tiny gaps between boards to make it look a little older.

2.) Stones still a little wavy. Making them straight again and adding chinks to the edges + maybe a touch of water streaks/slime near the top of the ceiling

(I'm assuming the curve in where the two walls meet is just temporary while you're testing textures?)
o'dium
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Post by o'dium »

Silicone_Milk wrote:lookin' a lot better in the latest screenshot. I'm really diggin' it so far.

If things continue this way I might fork over some dough and get my hands on Q4.

Again, lookin' good o'dium only two things I would suggest are when fine-tuning textures...
1.) Add a little bit of grime on the wood textures. Maybe a bit of rust marks along the point where iron meets wood and I think maybe some tiny gaps between boards to make it look a little older.

2.) Stones still a little wavy. Making them straight again and adding chinks to the edges + maybe a touch of water streaks/slime near the top of the ceiling

(I'm assuming the curve in where the two walls meet is just temporary while you're testing textures?)
1) This will be done, I may do that now after I finish on steps textures.

2) Stones are staying for the time being, I'll go back at the end and fix those up. For the moment they are giving me the genreal look/feel/colour so they can stay put for now :p

2b) The curve is supposed to be there, I do know it looks a tad strange with the ceiling texture, but if you have a 90degree join, the map feels very boxey due to the harsh lighting in this area. In other words, it creats a visible seam to the world and stands out, when I want it flush. So for the moment, the curve stays unless I can think of something else.
Silicone_Milk
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Post by Silicone_Milk »

o'dium wrote:
2b) The curve is supposed to be there, I do know it looks a tad strange with the ceiling texture, but if you have a 90degree join, the map feels very boxey due to the harsh lighting in this area. In other words, it creats a visible seam to the world and stands out, when I want it flush. So for the moment, the curve stays unless I can think of something else.
You can try making the 90 degree angle then covering it up with a curved pillar such as this in my masterwork of an artpiece (top-down view)

Image

The curved pillar can be used as detail, a support, or you could probably stick a torch on it.

Just a thought =).
o'dium
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Post by o'dium »

Then your adding detail that breaks up the visual side of things again, even more so in fact, and also has nto one, but TWO 90 degree angles where harsh lighting can hit ;) So instead of the 1 harsh angle, you have 3...? Do you get me...?
o'dium
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Post by o'dium »

Another with WIP teleporter:

Image
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Foo
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Post by Foo »

Nice tele. I wouldn't stick with that floor texture though (assuming you recreated the Q3 version), it's too obvious.

The scale of torch handle/flame seems off too. Flame seems too small in comparison to the stalk, like it's being gas powered or something ;)
Though... add tiny red and blue pipes somewhere inconspicuous going into the wall on the back of them and it'd be right :p
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o'dium
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Post by o'dium »

Well, the floor texture is my own like, but i dunno what you mean about it being "obvious" lol.

As for the Torch... Now that I look at them it DOES look a little off, I'll havea tinker... Then mess with the model.
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Foo
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Post by Foo »

Sorry, wasn't clear. I meant the pentagram grate.

Regarding the torch, it's always hard to get it right because in reality torch flames usually lick well over the edge of the flame guard. But to convey that in-game you're put in the position where you have to overlap the effect on the edge of the torch guard, which adds that ugly anti-aliasing edge where it meets. So I dunno, play around :)
Silicone_Milk
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Post by Silicone_Milk »

o'dium wrote:Then your adding detail that breaks up the visual side of things again, even more so in fact, and also has nto one, but TWO 90 degree angles where harsh lighting can hit ;) So instead of the 1 harsh angle, you have 3...? Do you get me...?

Yes yes, I came back to correct myself after doing a little math after I made that post. Turns out the edges of the curve will form 2 90 degree angles where they meet each wall resulting in even more harsh lighting.

I thought about it and decided if 90 degree angles form the harsh lighting, why not add 45 degrees? You could change the structure so instead of forming one 90 degree angle you have to fix with a curve, make two 135 degree angles like so:
Clicky

But, having not played with the D3/Q4 engine I'm not sure if that would entirely fix the lighting issue like the curve does.
Silicone_Milk
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Post by Silicone_Milk »

Cool teleporter by the way :icon14:
o'dium
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Post by o'dium »

Well, made a few changes. New Tele effect (This looks better upclose, and the reason it looks slightly checker board ish here is because it has a few stages to it, and material animation wasn't on in this shot), changed the wood slightly to appear a bit more grained, erm, changed the grate texture setup so its still Quake 3 ish but more better looking now (IMO anyway), changed the light to a custom one so it matches the scene a bit better...

Image

TODO: Still gotta reword the scales on those lamps. Also gotta redo that gothic_block texture like you all want. Decal the place up a bit, add sounds/items (At the end)... I think I'll continue with the outside bit now.
wviperw
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Post by wviperw »

That floor tile is temporary right?
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mrd
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Post by mrd »

wviperw wrote:That floor tile is temporary right?
:olo:

I think it may not be... :paranoid:
o'dium
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Post by o'dium »

Everything is temp. Anythign that doesn't work/look right/fit in will be changed, simple as that. For the moment, the stuff works and gives me a basic idea of the visual tone of the area, so, I wont fuss yet.
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Post by o'dium »

*tease*

Image

lol even got a Q3 style scrolling clouds skybox to make it really like Q3:

Image
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Post by jjensson »

Foo wrote:...add tiny red and blue pipes somewhere inconspicuous going into the wall on the back of them and it'd be right :p
oh, gross... :paranoid:
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Post by jjensson »

o'dium wrote:*tease*

Image

lol even got a Q3 style scrolling clouds skybox to make it really like Q3:

Image
I think it's a good idea, there should be more gothic maps - missed them all the time, since the release of doom3...

Map is looking very good so far. Just make shure you don't use too much ambient on the way to final. :icon25:

jj
o'dium
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Post by o'dium »

Image
wviperw
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Post by wviperw »

Q2?
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o'dium
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Post by o'dium »

Bah, Q2 wishes :p

But yeah, its Q2's flag style, it still fits in with the theme and I wanted something Quake-ish and flag-ish.
o'dium
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Post by o'dium »

Its just looking dull and uninteresting, flat... Any ideas...?

Image

Image
xchaser
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Post by xchaser »

o'dium wrote:Well, made a few changes. New Tele effect (This looks better upclose, and the reason it looks slightly checker board ish here is because it has a few stages to it, and material animation wasn't on in this shot), changed the wood slightly to appear a bit more grained, erm, changed the grate texture setup so its still Quake 3 ish but more better looking now (IMO anyway), changed the light to a custom one so it matches the scene a bit better...


TODO: Still gotta reword the scales on those lamps. Also gotta redo that gothic_block texture like you all want. Decal the place up a bit, add sounds/items (At the end)... I think I'll continue with the outside bit now.
Love the teleporter.
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wattro
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Post by wattro »

o'dium wrote:Its just looking dull and uninteresting, flat... Any ideas...?

Image

Image
needs a lavafall from the rocks and maybe a really tall spire over top of the jump pad. that path way is dull, grey, and flat... maybe some bright color on the upper level walls
Kaz
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Post by Kaz »

Also make the missing blocks on the wall wrap around the corner, and make the missing tiles in the floor look as though something hit that area, like a large boulder or something.
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