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Re: Screenshots

Posted: Fri Dec 10, 2010 5:22 pm
by obsidian
Screenshot of my Q3 map. You're looking at a doorway with 8 lights around the edge opening up into an atrium with lots of sky.

Image

Re: Screenshots

Posted: Fri Dec 10, 2010 6:53 pm
by Plan B
VERY intruiging :!:

sho' mo'


EDIT: Lulz. Only just read your thread in T&T, hehe.

Sorry, I somehow genuinely believed you'd developed some crazy Q3 mapping skillz :olo:

Re: Screenshots

Posted: Fri Dec 10, 2010 6:57 pm
by Plan B
ShadoW_86 wrote:Well, the truth is 'editors time' is past. Pretty much games are made with just preofessional modelling tools like Max.
Very good point.
Gotta learn modelling, dammit >:(
Just put it off, for some reason. Laziness, prolly :D

Re: Screenshots

Posted: Fri Dec 10, 2010 10:20 pm
by monaster
Gotta earn a whole lot of money to buy shit like max. That's why it's highly possible that I just stay with the Q3 community talking about my never-to-be-released-but-still-always-in-production maps and agree with you guys about nearly everything concerning editors, inclusion of fan communities and stuff written during the last 10 to 15 posts.
Pat Howard on fKd's screenshot wrote:holy fucking warlock tits
That pretty much sums it up for me and my own impression.
Just try not to make it too similar to "Phobos Base". On the other hand, you can try adopting a nice technique that Phobos Base has used extensively: light maps (lm), these could make your maps look even greater than they already do!


EDIT: Other ppl earn money, I learn money: fixed.
EDIT2: Dammit, obsidian, you already got me, I really thought you'd finally come up with a new map of yours. :disgust: Wanna see an obsidian map not an GTX 280 map. :D

Re: Screenshots

Posted: Fri Dec 10, 2010 10:46 pm
by obsidian
Blender 3D is free and fully capable.

Re: Screenshots

Posted: Sat Dec 11, 2010 7:49 pm
by monaster
While spamming feedback pictures: here's a new one from one of my own projects, babylon :

[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/baby011.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Dec 11, 2010 9:11 pm
by Bliccer
Walls and columns look good, imo. Skybox's a fail... it's for testing anyway I hope.

Re: Screenshots

Posted: Sat Dec 11, 2010 10:16 pm
by monaster
Thanks!
And of course it's a test skybox (it's just one of id's stock skies ;) ) as well as the unisono blue brick wall texture used on everything is mainly for testing purposes. At the moment it's just about shaping geometry and the like, thinking of new buildings and such. The tower of babel - the planned eye catcher in that project - is to be seen in the background, yet consisting only of 7 or 8 enormous brushes making a 15 000 unit high monster without any detail. So for now, it was only the temple I wanted to present.
EDIT: The other screenshot is - as usual - here.

Re: Screenshots

Posted: Sun Dec 12, 2010 10:31 am
by Hipshot
Not a level, but I took a photo from the office window some week ago...
Image

Re: Screenshots

Posted: Sun Dec 12, 2010 11:48 am
by cityy
Nice.

Re: Screenshots

Posted: Sun Dec 12, 2010 7:01 pm
by Theftbot

Re: Screenshots

Posted: Tue Dec 14, 2010 9:54 pm
by o'dium
This video was originaly supposed to be longer, but so I can split the media releases up a bit (and because I'm waiting on a rather nice new ingame tool from Nicolas) I've split it into two. Part one of our second ViDoc covers the windows based tools that you can use outside of OverDose.



Showing off "some" of the tools ingame... Not all. Just a few of the most used ones really.



Please note the frame rate has nothing to do with OverDose, more so my computer eating a lot of lemons and so not running so smooth when recording video AND OverDose at the same time.

Re: Screenshots

Posted: Wed Dec 15, 2010 8:19 am
by ShadoW_86
My new/old map for Quake Live: Double Impact.

More Photos here.

Image

Re: Screenshots

Posted: Wed Dec 15, 2010 1:07 pm
by Anthem
Gratz on the release, mate. Looks nice as usual.

Re: Screenshots

Posted: Thu Dec 16, 2010 4:58 am
by Kaz
Nice work, Shadow. :)

Doing some work on my little "game" - I can load ASE models of arbitrary complexity with an arbitrary number of materials, and sort of walk around (the collision detection/response is fairly... crappy). Once I get it to a working state I'll have to recruit some of you to make some SP levels for me ;) :

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/e3d20101215b.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Dec 16, 2010 8:17 am
by Eraser
Cool. What type of levels are you loading though? Quake 3 BSP format?

Re: Screenshots

Posted: Thu Dec 16, 2010 9:40 am
by spirit_
Huh? Didn't he say ASE models?

Re: Screenshots

Posted: Thu Dec 16, 2010 6:09 pm
by Bliccer
@Kaz: Maybe I've overread somewhere something, but which game (the one where you did these terrain test?)
@o'dium: For what is the odmap tool? For texture testing? Cause I couldn't explain the purpose to me of creating a map (probably a box) with just one texture in it.

Re: Screenshots

Posted: Thu Dec 16, 2010 6:13 pm
by o'dium
Erm...? What? Not sure I understand the question...?

ODMap is a .map file compiler that compiles any Doom 3/Quake 4 format .map file (with as many map models/textures/ents etc as the engine allows) into OverDose .bsp files, and then also VISes them, too. Why did you think it was just for one texture?

Re: Screenshots

Posted: Fri Dec 17, 2010 8:10 am
by Eraser
spirit_ wrote:Huh? Didn't he say ASE models?
Oh I didn't realize that he loaded the model directly for level geometry. I thought he'd compile it to some map format, maybe using the Q3 map compiler so there's vis and lightmap data in there as well. Why reinvent the wheel, eh.

Re: Screenshots

Posted: Fri Dec 17, 2010 8:27 am
by o'dium
The problem with using models as geo is that you really need to keep things simple, otherwise you run into physics issues on complex geo. So THEN you need to look into loading a seperate clip model, but then, other things mess up, so you need to keep the surface names the same but ray trace from the point of impact where it was shot/stoof on/w'evs and find out the correct surface information...

Theres also the point that in a lightmap engine, it can have a totally different effect on the actual lightmap if your not careful and it can result in some really iffy resolution changes.

In short, its nice to load map models as geo, but unless you really think ahead, it can be a pain to get them working right, fast and, well, right :p

Re: Screenshots

Posted: Sat Dec 18, 2010 2:48 pm
by o'dium
Well this post has been a long time coming... OverDose started with some shitty models I made that, we thought, looked good enough. Trouble is, the style was very similar to a certain Counter Strike, and sadly that was too much for some people to handle (How dare you use a style that another game has!) so, we went back to the drawing board and came up with another new hand set, but again, that was never to be. They proved to be far too complex to set up and never really had the effect or detail we wanted...

So, time passed, and we tried again, this time with Ben having a go. What came from this was the following, which are the new OverDose human arm models. Also note that by clicking the image below, you will be taken to a 3d model preview so you can see the arm model/textures in real time. Please keep in mind this is NOT OverDose rendering the assets, and so results may be different to ingame (Mostly in specular presentation):

Image

Arms in OverDose are team specific, as in each TEAM has their own arms. We decided against class specific arms due to the massive workload (and some things would just look odd in first person even if they looked nice on the third person mesh) so we went with a generic style for each team. We also stuck to the old style of offering different texture choices for each setting the game is in, i.e. Sand, Woodland and Winter:

Image

Of course, it wouldn't be complete without a touch of OD style, so yeah, each arm comes with its own watch, which of course counts in real time seconds, minutes and hours as you play. Pointless? Yes. Funky? Totally:

Image

Stay tuned for hopefully some animation tests and what not and maybe other previews relating to certain things that may have just happened relating to mapping and *other things* ;) I'll say no more!

Re: Screenshots

Posted: Sat Dec 18, 2010 4:19 pm
by Noruen
WOW! Texturing is really good!

Re: Screenshots

Posted: Sat Dec 18, 2010 4:33 pm
by Eraser
Is it just me or do the hands look way too long?

Re: Screenshots

Posted: Sat Dec 18, 2010 4:37 pm
by o'dium
Its just you.... (And also, FOV can play tricks with your sight. I can't control it in those real time renders sadly)