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Re: Screenshots
Posted: Sat Sep 06, 2008 1:50 pm
by jal_
seremtan wrote:the turquoisey one is nice but the top one needs some kind of work with the lightmaps
Yeah. So right. It's a WIP build, it's supposed to have the rocks modelled (instead of patch meshes as now), more detailed lightmaps and alpha shadows on final. That's just what's supposed to be, tho, the screen is what it is

Re: Screenshots
Posted: Sat Sep 06, 2008 2:22 pm
by o'dium
voodoochopstiks wrote:Just go somewhere else with your engine odium, I've seen very few posts lately by you where you are not raising up your engine or your game to the skies. Those goddamn dev vids and everything, so much content on this which is about something I don't like, I come to see good levels, not your engine. You make my visits to this forum worse, you're really good at poking at some special nerve in my head.
Anyone else feel like this?
Thanks for the kind words. I'll be sure to keep posting in the "Level Editing & Modeling - Discussion for Level Designers and 3D modelers alike! Talk about the creation of entire maps, or just map objects!" until further notice though, thanks.
If I'm really keeping you up at night, you could always block me.
Re: Screenshots
Posted: Sat Sep 06, 2008 5:25 pm
by dichtfux
voodoochopstiks wrote:Just go somewhere else with your engine odium (...). Anyone else feel like this?
I would if he posted crap, but his screenies and videos look cool, so fine with me.

Re: Screenshots
Posted: Sat Sep 06, 2008 5:55 pm
by voodoochopstiks
o'dium wrote:you could always block me.
I looked around a bit, how do I go through with this? "Add foe"? Or is this just some statistic?
I'd be happiest if you got your own forum for your engine and game(if you do already, I wouldn't imagine a reason to hang out there, with all the news being here), with the occasional screenshot perhaps posted to Q3W.
If it seemed like I implied that it's bad, I'm sorry, it doesn't look bad at all, I'm just not interested. I came off rough, but I already edited it twice already to tone down the bile.
Re: Screenshots
Posted: Sat Sep 06, 2008 6:04 pm
by o'dium
I dont understand your problem. My tech video threads are just that, threads. You don't want to view them, dont.
I only post screenshots in the screenshot thread. Ya know, the thread made for pimping what you are working on...?
The games using the Quake 2 engine...? So its not out of place...?
We have our own forum, with 500 members and 50,000+ posts (well, had, until our host went down. Now we started fresh a few days ago).
We have our own sites etc.
I honestly dont see what the problem is. I wont say anything else on the matter because now I'm cluttering up the screenshot thread with stuff that doesn't belong here. Something I havent done wrong yet.
Re: Screenshots
Posted: Sat Sep 06, 2008 6:31 pm
by rgoer
sometimes o'dium is a cunt but who gives a shit he posts interesting screens get off his nuts voodoo--when he shits up threads posting his uninformed opinions as fact, that's when you can tell him to fuck off
anyway let's see some screens... here's something I've been messing with in filter forge, I wrote a filter to procedurally generate some nebula textures:



individually I suppose they're nothing that you couldn't paint pretty quickly, but when you need to generate a few hundred of them it was handy to have it done procedurally and just cull out the handful of crap results
Re: Screenshots
Posted: Sat Sep 06, 2008 8:44 pm
by ix-ir
They need some granular details such as individual stars, ATM they look more like water colours of flowers.
Re: Screenshots
Posted: Sat Sep 06, 2008 9:10 pm
by rgoer
they get comped with starfields and "hero stars" later in the pipeline 
Re: Screenshots
Posted: Sun Sep 07, 2008 10:01 am
by jal_
Looks pretty useful actually
Re: Screenshots
Posted: Sun Sep 07, 2008 10:02 am
by Herr W
Here comes something new from the monkeys of doom! It's a Q3A map called "Floating Stonefaces" and - hmm - looks somehow familiar, right?!
Well, the awesome original was created by sst13 and released in January 2007! You can find it here:
http://sst13.net/maps/maps.html
With sst13's kind permission I added some Monkeys-of-Doom style mapobjects plus a new skybox and some sounds. But the basic layout has stayed the same.
Sst13 built "Floating Stonefaces" as a CTF/Proball map, while the Monkeys of Doom version is for FFA, TEAM and TOURNEY mode. I did my best to make it as botfriendly as possible, but those jerks keep on cratering pretty frequently...
This is work in progress and almost untested, so you can help a lot by reporting bugs or giving tips to improve the design and gameplay!
Here are some more screenshots...
And this links to the map-file (unzip it into the "baseq3"-folder):
http://www.monkeysofdoom.org/13stone_mod43.zip
To give you a full-toon experience, I put together all Monkeys of Doom content needed in this map plus some player models into a little mod. Unzip this into the "Quake 3 Arena" directory, NOT into "baseq3". Hit the "mod" button in the main menue, choose "Monkeys of Doom" and "load" (you might be asked for a cd-key but can ignore that), then start the map in multiplayer mode.
http://www.monkeysofdoom.org/MONKEYSofDOOM_beta2.zip
Have fun!
Re: Screenshots
Posted: Sun Sep 07, 2008 11:27 am
by fKd
not bad at all... the only thing i dont like is that some of the jump pads shoot you too high... rail bait, which is really bad as you can almost see the whole map from where ever you are. great style tho... oh and the sky box makes me feel dizzy

Re: Screenshots
Posted: Sun Sep 07, 2008 12:22 pm
by dichtfux
That map is great fun, lol. Agree on what fKf said on the jumppads, but it adds to the fun and fits the style of the map that you're spending so much time in the air. You should maybe remove the slugs.
The skybox is very cool, so are the items and most sounds. Blood, gore & gibs are great, too. Didn't laugh that much while playing q3a for quite a while.
Re: Screenshots
Posted: Sun Sep 07, 2008 3:33 pm
by obsidian
There's also
MaPZone which I have installed (but not used significantly) that seems like a pretty similar product. MaPZone is freeware, so might be a better option for people with little cash. The only thing that it won't do is preserve the procedural texture format, you'll have to export the result to bitmap, which is probably what you want to do anyway unless you are actually working with a game that uses procedural textures natively.
Re: Screenshots
Posted: Mon Sep 08, 2008 9:10 am
by Herr W
fKd wrote:the only thing i dont like is that some of the jump pads shoot you too high...
Agree with you! Most of the jump pads are only there to prevent bots from cratering. I think I read somewhere that the jumps must have a minimum hight to take effect on the bots' navigation. - Does anybody know much that is??
Re: Screenshots
Posted: Mon Sep 08, 2008 10:21 am
by o'dium
Test dude...? I think that just means that bots are a bit thick and will sometimes try and move off the jump pads destination mid flight... Give it a go, change one, test, change another, test
Its looking awesome though mang, loving the style. Keep it up

Re: Screenshots
Posted: Mon Sep 08, 2008 11:54 am
by jal_
I love the cheesy moon. Don't like the clouds in the skybox, tho. Did you try adding just a few of them autosprited?
Re: Screenshots
Posted: Tue Sep 09, 2008 8:47 am
by Herr W
o'dium wrote:Test dude...? I think that just means that bots are a bit thick and will sometimes try and move off the jump pads destination mid flight... Give it a go, change one, test, change another, test

... Laziest approach first!
jal_ wrote:Don't like the clouds in the skybox, tho. Did you try adding just a few of them autosprited?
Hm... If I remember correctly I already tested clouds as autosprites... There was something strange about them. Think I always had the feeling that they were following me somehow.

Re: Screenshots
Posted: Wed Sep 10, 2008 1:10 am
by obsidian
Herr W wrote:Hm... If I remember correctly I already tested clouds as autosprites... There was something strange about them. Think I always had the feeling that they were following me somehow.


Dude... seriously, less drugs.
I don't think there is any actual figure for bots as far as JP's go. They do perform reasonably well, it has more to do with the overall momentum of the JP rather than height.
Re: Screenshots
Posted: Wed Sep 10, 2008 7:39 am
by Herr W
Dude... seriously, less drugs.
... But the Monkeys-of-Doom style is 100% drug-based! - No, of course not. It's all done super-sober...
Okay, #1 on the to-do-list: lower the target_positions.
Re: Screenshots
Posted: Fri Sep 12, 2008 10:03 am
by Shallow
rgoer wrote:anyway let's see some screens... here's something I've been messing with in filter forge, I wrote a filter to procedurally generate some nebula textures:

These are really nice, and I could do with something like this for some stuff I'm working on. Which version of filterforge did you use, and was it hard to get to the point you're at now?
Re: Screenshots
Posted: Tue Sep 16, 2008 12:41 am
by o'dium
No sky yet, obviously...

Re: Screenshots
Posted: Tue Sep 16, 2008 6:17 am
by Silicone_Milk
I would have tried to play it off like the sky was meant to be like that. hehe.
Um... might be a bit late on this but something really stuck out at me in this particular screenshot. Not sure if it's just the way the shadow is falling but the index finger on the left hand looks really... straight.
The side of the finger looks flat like playdoh that's been sitting on a table. Again, it might be the shadow making it seem like the side is at a harsher angle from the top of the finger than it really is.
Re: Screenshots
Posted: Tue Sep 16, 2008 9:51 am
by fKd
here is a shot of a misc dm map im working on in my spare time when im taking a break off my other dm map

Re: Screenshots
Posted: Tue Sep 16, 2008 11:09 am
by o'dium
Silicone_Milk wrote:I would have tried to play it off like the sky was meant to be like that. hehe.
Um... might be a bit late on this but something really stuck out at me in this particular screenshot. Not sure if it's just the way the shadow is falling but the index finger on the left hand looks really... straight.
The side of the finger looks flat like playdoh that's been sitting on a table. Again, it might be the shadow making it seem like the side is at a harsher angle from the top of the finger than it really is.
More than likely the shot TBH, it was taken while the idle loop was playing and his fingers do move about some what.
Re: Screenshots
Posted: Tue Sep 16, 2008 11:34 am
by jkoder
fKd wrote:here is a shot of a misc dm map im working on in my spare time when im taking a break off my other dm map

Looks good fkd.