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Re: Screenshots

Posted: Tue Jul 21, 2009 5:16 pm
by pjw
^misantropia^ wrote:First that came to my mind was 'Dentata'. =)
You're sick.

(I thought of that too.)

Re: Screenshots

Posted: Tue Jul 21, 2009 9:01 pm
by fKd
hahahah i think that is the funniest thing i've read on the forum in quite a while :) well done sir

Re: Screenshots

Posted: Wed Jul 22, 2009 8:29 pm
by seremtan
sock wrote:
fKd wrote:give up early builds plz
OOPS! lol :P
[lvlshot]http://www.simonoc.com/images/misc/max_submodels_ooops.jpg[/lvlshot]
FFFFFFUUUUUU------

i'm not sure what max_submodels is (never had it), but you need to fix that shit, stat

Re: Screenshots

Posted: Thu Jul 23, 2009 3:47 am
by obsidian
seremtan wrote:
sock wrote:OOPS! lol :P

FFFFFFUUUUUU------

i'm not sure what max_submodels is (never had it), but you need to fix that shit, stat
MAX_SUBMODELS:
http://www.quake3world.com/forum/viewto ... 932#p51932

Re: Screenshots

Posted: Thu Jul 23, 2009 4:24 am
by InsaneKid
ive made some other maps! ;)
for q3Rally, DeFrag and ExcessivePlus

Image

this one has 2 bases:
Image

Re: Screenshots

Posted: Thu Jul 23, 2009 6:55 am
by sock
obsidian wrote:MAX_SUBMODELS:
http://www.quake3world.com/forum/viewto ... 932#p51932
yep I had too many func objects and the engine broke. What is interesting is that this figure is also used for triggers that spawn around platforms and doors (not meationed in that thread posting, might be worth updating) but when they are generated by the engine they do not produce an error and just don't work. (had me puzzled for ages why) It was good I hit this limit because it made me go back and streamline all the stuff I had created and make it better. Here is the map info for fun and giggles: :eek:

Image

Re: Screenshots

Posted: Thu Jul 23, 2009 4:26 pm
by obsidian
121 buttons and 30 plasma shooters? I smell a 25% chance of a booby trap.

Re: Screenshots

Posted: Thu Jul 23, 2009 6:32 pm
by rgoer
or a complicated multi-stop lift system

Re: Screenshots

Posted: Fri Jul 24, 2009 12:41 pm
by Grenader
Isn't q3 limited to 1024 map entities?

Re: Screenshots

Posted: Fri Jul 24, 2009 7:23 pm
by ^misantropia^
Yep, though not all Radiant entities translate to Q3 entities (for example, func_brush).

Re: Screenshots

Posted: Fri Jul 24, 2009 10:14 pm
by phantazm11
Finally got vertex blending sorted out for Lightwave and Q3. Thanks for the help g0th! So much different than Q4...

Image

Re: Screenshots

Posted: Sat Jul 25, 2009 12:16 am
by spookmineer
phantazm11 (late reply, mainly commenting pics on former page): that map sure looks like it was inspired by Sock's PoM :up:

Re: Screenshots

Posted: Sat Jul 25, 2009 12:50 am
by phantazm11
maz0r: Nah, but I've seen screenshots! The look of this level comes from equal portions of Uncharted, the new Tomb Raider game, Kingdom of the Crystal Skulls, and of course sock's awesome maps.
I've always wanted to do a halfway decent aztec/mayan inspired map. My map Dark Ritual was the closest I've come before this. :)

Re: Screenshots

Posted: Sat Jul 25, 2009 1:03 am
by g0th-
nice phantazm11, very atmospheric

Re: Screenshots

Posted: Sat Jul 25, 2009 2:44 am
by Silicone_Milk
So... I was a bit bored, had a thought, and am pretty sure this has already been done but I haven't seen it personally.

I faked a "dynamic" lightmap by slapping a black texture with an alpha channel on a bobbing brush that follows the same path as the brush that should be giving off the shadow.

Video: http://www.youtube.com/watch?v=oJxW309hWWE

Super easy to do. Took me all but 2 minutes to implement.

Like I said, it's more than likely been done before but since I haven't personally seen anybody do it, I thought I might as well share *shrugs*

Re: Screenshots

Posted: Sat Jul 25, 2009 3:19 am
by Kaz
$null (right?) did some ridiculous shadow thing IIRC...

An editor shot, it'll be a little while before I can compile anything :)

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/editor2.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Jul 25, 2009 10:23 am
by Fjoggs
spookmineer!

Re: Screenshots

Posted: Sat Jul 25, 2009 5:40 pm
by sock
@phantazm11: Those floor blends look amazing, I know it will sound strange but replace my textures with something from cgtextures, the trim around the edge looks really weird and stretched.

Inactive Generator
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av1l.jpg[/lvlshot]

Dormant Power
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av2l.jpg[/lvlshot]

Crackling coils
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av3l.jpg[/lvlshot]

Switching current
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av4l.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Jul 25, 2009 6:22 pm
by obsidian
Yes, $null's crazy shader hack.
http://www.quake3world.com/forum/viewtopic.php?t=1146

But that's not what Silicone_Milk did, he has a texture moving about like a decal and grouped up with the mover.

Sock... WTF? That looks almost exactly like something straight out of the map I'm working on. Stop copying me! :mad:

Re: Screenshots

Posted: Sat Jul 25, 2009 6:34 pm
by sock
@obsidian: No screenshots, never happened! :D Honestly I have got no idea what map you are working on, I have not seen or heard a thing about what you are doing. You once suggested you were using cogs but nothing else. You need to explain with screenshots?

Re: Screenshots

Posted: Sat Jul 25, 2009 6:49 pm
by Kaz
obsidian wrote:Yes, $null's crazy shader hack.
http://www.quake3world.com/forum/viewtopic.php?t=1146

But that's not what Silicone_Milk did, he has a texture moving about like a decal and grouped up with the mover.

Sock... WTF? That looks almost exactly like something straight out of the map I'm working on. Stop copying me! :mad:
Thank god rep doesn't exist here anymore.

Sock: :drool:

Re: Screenshots

Posted: Sun Jul 26, 2009 4:08 am
by obsidian
Well, I do have tesla coils and Jacob's ladders and cogs and mechanical doodads, but less wood and a lot more metal. I'm working with a lot of models, however and I see you have brushwork. It's not exactly the same, but saying so would mean I don't get to tease you as much which is also less fun. :p

BTW, nice work with the triggerable shaders for the bzzzzttt effect.

Re: Screenshots

Posted: Sun Jul 26, 2009 7:49 am
by Silicone_Milk
Sock, those shots don't happen to have anything to do with the work you did on the latest Wolfenstein would it?

Re: Screenshots

Posted: Sun Jul 26, 2009 9:18 am
by sock
@obsidian: well the angry face sort of threw me off whether you were joking or not. I don't mind being teased but sort of a bit sensitive to claims this week that I make stuff from prefabs and copy other peoples work! ;)

@Silicone_Milk: I left Raven and the Wolf project 2 yrs ago and went to work for Crytek for a while. I have been looking forward to the release of the game for a long time because I am wondering what of my work is actually left in the final game. I did no electric stuff during wolf, mainly streets buildings, safehouses and lots of scripting.

My latest images are from a generator idea I had after looking at a very very old Q3 map (http://www.lvlworld.com/t.php/Dynatron) which had a very cool looking central generator. I also did some photo source reference for the transformer units at the back of the room (pointy horn things). The generator is a 3 stage puzzle thing you need to switch on in order to progress through the level. I don't want to tell too much because the 5 people that will download my map are actually reading this forum! :P

Re: Screenshots

Posted: Sun Jul 26, 2009 3:36 pm
by MrLego
I don't want to tell too much because the 5 people that will download my map are actually reading this forum!
Make that six people!

It's nice to see a simple idea or doodle become something more.