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Re: Screenshots

Posted: Sat Nov 16, 2013 12:11 pm
by seremtan
Pext wrote:looks like a matrix ripoff...
lol wat

Re: Screenshots

Posted: Sun Nov 24, 2013 1:48 pm
by Infernis
sst13 wrote:Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...

Image

Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.

Edit: View of the other side. Entrance of the Base - no exploding crate yet. :D

Image
I'll consider that a compliment. It's looking good so far but like you said, add more detail. Keep us posted.

Re: Screenshots

Posted: Mon Nov 25, 2013 1:59 am
by Bliccer
I've just released my last map, I'm evah going to make. So yeah... learned a lot. Proper hinting (local hints are THE shit), areaportals only work in a whole door system (and id software fucked it up on their own maps), external lightmapping etc...
So here is the link: http://ws.q3df.org/map/acc_cath_rggl/
Here are the screens: https://www.dropbox.com/sh/q5z0ewt9st6xo8r/fCi795SrNT

[lvlshot]https://photos-5.dropbox.com/t/0/AAD_l3 ... 1aAO109sPc[/lvlshot]

Hm image tag is not working anymore, right? How to integrate images like above?

Re: Screenshots

Posted: Mon Nov 25, 2013 6:14 am
by fKd
aww man, sucks to hear another talented mapper is leaving :( map looks solid dude. will check it out shortly and leave a few impressions.

Re: Screenshots

Posted: Mon Nov 25, 2013 12:07 pm
by Eraser
Bliccer wrote:I've just released my last map, I'm evah going to make. So yeah... learned a lot. Proper hinting (local hints are THE shit), areaportals only work in a whole door system (and id software fucked it up on their own maps), external lightmapping etc...
So here is the link: http://ws.q3df.org/map/acc_cath_rggl/
Here are the screens: https://www.dropbox.com/sh/q5z0ewt9st6xo8r/fCi795SrNT

Image

Hm image tag is not working anymore, right? How to integrate images like above?
Use Image tags. Put the URL between 'em.

Re: Screenshots

Posted: Mon Nov 25, 2013 12:23 pm
by Bliccer
Ah forgot to mention... its a defrag map ofc.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.

Re: Screenshots

Posted: Mon Nov 25, 2013 8:17 pm
by spookmineer
Sorry to see you go Bliccer!

Oh and make sure you post your movie on own-age.com :)

Re: Screenshots

Posted: Tue Nov 26, 2013 10:38 pm
by MKJ
Bliccer wrote:Ah forgot to mention... its a defrag map ofc.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
you did it correctly. It's DropBox that doesnt allow linking like that.
fixed it for you, also made it a lvlshot for those 3 people who don't have 1400+ res screens.

Re: Screenshots

Posted: Tue Dec 17, 2013 2:42 pm
by sst13
Lift to the "nailgun - lights out" room:
Image

Base entrance:
Image
I hate to make rocks and terrain... atm only placeholders. :D

Re: Screenshots

Posted: Tue Dec 17, 2013 8:36 pm
by fKd
really digging your q1 stuff, looking good man!

Re: Screenshots

Posted: Mon Jan 06, 2014 11:40 pm
by cityy
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/12.jpg[/lvlshot]

So I took some time today for the first time in ages to put some effort into my long time tdm WIP project.
I'm trying to save some tris during the first stage of detailing to not overextend in terms of performance. Lighting is still in the works, just like pretty much everything else too. :dork:

Re: Screenshots

Posted: Tue Jan 07, 2014 2:37 am
by obsidian
cityy, don't be a square... recommended reading:

http://robotrenegade.com/articles/perfe ... h-circles/

Re: Screenshots

Posted: Tue Jan 07, 2014 3:02 am
by KittenIgnition
Throw performance to the wind! Make a map that looks amazing, no matter the cost! Like Lunaran's map! Or any of my maps, though they do still end up looking like crap, while simultaneously eating 80% of one's framerate.

Re: Screenshots

Posted: Tue Jan 07, 2014 8:25 am
by cityy
obsidian wrote:cityy, don't be a square... recommended reading:

http://robotrenegade.com/articles/perfe ... h-circles/
Hehe, didn't know you are hosting an article about this, nice! I'm totally aware of the subject but I'm also really good at ignoring it. :D
KittenIgnition wrote:Throw performance to the wind! Make a map that looks amazing, no matter the cost! Like Lunaran's map! Or any of my maps, though they do still end up looking like crap, while simultaneously eating 80% of one's framerate.
This map is supposed to be played in competetive QL tdm if it works out so I can't push it to the limits unfortunately. A lot of the players still have outdated hardware or hardware setups that are somehow alien to id tech3 so there are really strict limitations for me.
I'm gonna build this map in the current fashion, hint it and see if I have room for more fun detail.

Re: Screenshots

Posted: Wed Jan 08, 2014 9:26 am
by cityy
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/15.jpg[/lvlshot]

Has anyone ever experienced this autosprite error (top left)?

Edit: I've looked at it with r_showtris - the problem is the snow patches I'm using. The shader has worked fine in several other maps so that's not the issue. With polygons visible in q3 I notice that the polys are snapping back and forth between different points - they are basically rotating in random intervals around their center vertical axis when moving the mouse.
Any ideas?

Edit2: https://github.com/id-Software/Quake-II ... alc.c#L349

Code: Select all

if ( tess.numVertexes & 3 ) {
                ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count", tess.shader->name );
        }
        if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
                ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count", tess.shader->name );
        }
Edit3: I fixed it by simply redoing all the sprite patches. Still not sure what the issue was though.

Re: Screenshots

Posted: Wed Jan 08, 2014 6:14 pm
by obsidian
Probably a bad surface. Autosprite is a little picky about surface geometry so I assume if you have an odd vertex count, the surface is no longer a quad.

Re: Screenshots

Posted: Thu Jan 09, 2014 11:06 am
by cityy
Since there is so little activity lately Im gonna go ahead and float this boat.

[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/17.jpg[/lvlshot]

Same map and area as in the pic above, but looking from the opposite side. Most stuff is still WIP.

Re: Screenshots

Posted: Thu Jan 09, 2014 1:52 pm
by Eraser
Looks fantastic, cityy.

Re: Screenshots

Posted: Fri Jan 10, 2014 11:36 pm
by Despair
Does look nice, idd. I'm assuming you're testing with wolfcam still? It seems to have some quirks that aren't present in q3/ql. I get the same errors spammed in console if i load lostparadise with it, as well as some shaders that don't render quite right iirc. Map works just fine in q3/ql though, so you can probably just ignore them.

Re: Screenshots

Posted: Sat Jan 11, 2014 12:20 pm
by cityy
Thanks guys.

@Despair: I'm even still using quake3.exe, netradiant and my hacked together mapping setup from 2011. Laziness strikes again. :owned:

Re: Screenshots

Posted: Sat Jan 11, 2014 1:53 pm
by obsidian
Did you fix the wheel? Looks better in this shot.

Re: Screenshots

Posted: Sat Jan 11, 2014 2:16 pm
by cityy
Yes, but not by adding more vertices. I moved the corner vertices further inwards.

Re: Screenshots

Posted: Sun Jan 12, 2014 2:29 am
by mrd
Looks nice :up: But what's with the garbled/distorted stretch of pixels along the top side?

Re: Screenshots

Posted: Sun Jan 12, 2014 2:43 am
by obsidian
Q3 does that when taking screenshots in Windowed mode.

Re: Screenshots

Posted: Mon Jan 13, 2014 1:54 am
by mrd
:shrug: Never knew that... strange.