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Re: Screenshots

Posted: Sun Jun 08, 2008 12:55 am
by GODLIKE
phantazm11 wrote:GODLIKE: Are you working on any community projects atm? I'd love to see another GODLIKE level :)
Thx for the vote of confidence. I've got some half-completed stuff around, but I can't say that I've been super active on not-Threewave projects lately... We have much cooler toys at work than I do at home. :P

Re: Screenshots

Posted: Sun Jun 08, 2008 1:03 am
by ix-ir
Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.

Re: Screenshots

Posted: Sun Jun 08, 2008 11:37 am
by g0th-
GODLIKE wrote:@ G0th:
Hey, that's coming a long way from the last thing I saw you model. Nice work.. :)
Thanks. Was a long time ago man.

Looking forward to see what you have been working on once threewave releases something, I bet it's going to be awesome :)


phantazm11: Thanks. I hope everything is going well with your singleplayer cuz I'm ready for some more action :)


edit: oh and I almost forgot ALMighty I love the mood you got going there, can't w8 for a beta.

Re: Screenshots

Posted: Mon Jun 09, 2008 3:31 pm
by Hipshot
ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.

Re: Screenshots

Posted: Mon Jun 09, 2008 4:47 pm
by sumatra
Hipshot wrote:
ix-ir wrote:Silicone_Milk: would that method translate to Quake 3? I'd be interested to know how it's done.
Pretty sure a similar effect wouldn't be that hard to create... without being to expensive, shader vise.
I think so too, a simpl,e blend shader shpuld work with the right textures.
Similar to this one, but more detailed:

Image

Re: Screenshots

Posted: Mon Jun 09, 2008 4:57 pm
by Silicone_Milk
Indeed. It's just an image with Screen Add blend function on it :)

Re: Screenshots

Posted: Mon Jun 09, 2008 4:58 pm
by o'dium
I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.

Re: Screenshots

Posted: Mon Jun 09, 2008 5:14 pm
by sumatra
edit: Had a small appearance of amnesia :D

Re: Screenshots

Posted: Mon Jun 09, 2008 5:44 pm
by Silicone_Milk
o'dium wrote:I think the more important factor here is surface lighting, as in, the surface is casting a lighting from all tris.
If that's directed towards me, there's another material this image is applied over. It doesn't go by itself on walls like this. The lighting is meant to look like this and you wont notice it when it gets slapped on its backing counterpart.

Re: Screenshots

Posted: Mon Jun 09, 2008 6:14 pm
by o'dium
Well a simple blendfunc add will provide results where the texture has that glow, great for neon signs and looks perfect in night. However, because the Quake engine lacks ambient occlusion, it doesn’t bounce the light from the sign onto the surrounding. Also a lack of bloom filter wont quite sell the result.

IMO, its easy to get a close approximate of the sign into Quake 3, however it wont look nearly as cool ;)

Re: Screenshots

Posted: Mon Jun 09, 2008 9:15 pm
by seremtan
i tried something like this in a q3 map years ago, trying to imitate the sign of the hotel where neo 'dies' in the matrix:

Image

Re: Screenshots

Posted: Mon Jun 09, 2008 10:30 pm
by obsidian

Re: Screenshots

Posted: Tue Jun 10, 2008 12:44 am
by pjw
obsidian wrote:Guns
Just a quick note--if anyone uses any variant of the neon sign shader from that map (or the original pjw3dm6), please, please give ydnar (Randy Reddig) credit, as he was responsible for the majority of shaders and textures in that level. :)

Re: Screenshots

Posted: Tue Jun 10, 2008 1:25 am
by ix-ir
Cheers, I'll take a look at that.

Re: Screenshots

Posted: Wed Jun 11, 2008 4:05 pm
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/h2hud.jpg[/lvlshot]

:paranoid: what i was bored

(not my map, though)

Re: Screenshots

Posted: Wed Jun 11, 2008 4:39 pm
by Kat
Testing some terrain build. More info on my forums for anyone interested. All Blender 3D.

Image

Re: Screenshots

Posted: Wed Jun 11, 2008 4:40 pm
by obsidian
Dude, that looks awesome! [cough]ETQW?[/cough]

Any particular reason the meshes aren't merged together? Texturing reasons?

Re: Screenshots

Posted: Wed Jun 11, 2008 4:48 pm
by Kat
obsidian wrote:Dude, that looks awesome! [cough]ETQW?[/cough]

Any particular reason the meshes aren't merged together? Texturing reasons?
It started out as a test generally for QW but I dumped that in favour of trying to flesh out the process I was using.

It's in sections becasue that's the only way to manage it and the tris count in the early stages of building. It's currently 14k (only basic reduction pass done on it.. could probably shave off another 1/3rd without any noticable degridation) and 120x120k so it's 4x (?) larger than the average QW level.

Re: Screenshots

Posted: Wed Jun 11, 2008 5:13 pm
by ALMighty
I'm pretty happy with how the textures turned out. Getting better! :smirk:

The first beta should be ready within the next couple of days.

[lvlshot]http://alm.gamedesign.net/images/shot0263.jpg[/lvlshot]
[lvlshot]http://alm.gamedesign.net/images/shot0264.jpg[/lvlshot]

Re: Screenshots

Posted: Wed Jun 11, 2008 6:10 pm
by pjw
^^That's looking cool, but I'd consider adding some vertical stone trimwork where the faces come together; that texture is never going to look quite right wrapping around corners, even if you're fussy and line it up exactly...
Kat wrote:120x120k so it's 4x (?) larger than the average QW level.
Holy crap.
That looks cool. I love heights and cliffs and so on. Nice. :)

Re: Screenshots

Posted: Wed Jun 11, 2008 6:34 pm
by g0th-
Looks uber sexy Kat. Would be awesome to see a ingame shot of that.

Re: Screenshots

Posted: Thu Jun 12, 2008 5:22 am
by urgrund777
hey kat, nice looking terrain, what's your process? any particular tools to get that look?

Re: Screenshots

Posted: Thu Jun 12, 2008 7:26 am
by Kat
urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
I'm hoping to get some info up at some point that'll run through the process.

Re: Screenshots

Posted: Thu Jun 12, 2008 8:10 am
by ALMighty
pjw wrote:that texture is never going to look quite right wrapping around corners, even if you're fussy and line it up exactly...
It looks alright to me even when it's not aligned properly. I'll try to align it the best I can though, thanks.

Re: Screenshots

Posted: Thu Jun 12, 2008 4:59 pm
by phantazm11
Kat wrote:
urgrund777 wrote:hey kat, nice looking terrain, what's your process? any particular tools to get that look?
I'm hoping to get some info up at some point that'll run through the process.
Awesome stuff Kat. Can't wait to see how you did that :)