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Re: Screenshots
Posted: Tue May 05, 2020 5:43 am
by fKd
[lvlshot]https://i.ibb.co/0VhHqGc/2020-05-05-17-30-16-633.jpg[/lvlshot]
[lvlshot]https://i.ibb.co/wCZCm8B/2020-05-05-17-31-33-076.jpg[/lvlshot]
[lvlshot]https://i.ibb.co/7tS3fwc/2020-05-05-17-33-31-215.jpg[/lvlshot]
[lvlshot]https://i.ibb.co/Wg6F3Mt/2020-05-05-17-33-54-085.jpg[/lvlshot]
:ninja:
Re: Screenshots
Posted: Tue May 05, 2020 6:51 am
by Theftbot
gimme @fkd
is that the old ent+ map
Re: Screenshots
Posted: Tue May 05, 2020 7:18 am
by fKd
na, its a remake of cpm24
Re: Screenshots
Posted: Tue May 05, 2020 11:02 am
by Hipshot
It looks good fkd, nice that you are remaking those levels! You should post the screenshots in some higher resolution in the future =)
Re: Screenshots
Posted: Wed May 06, 2020 9:07 am
by cityy
Nice fkd! Light it up a little with some blue skylight so we can see more of your great details.
Re: Screenshots
Posted: Sat May 30, 2020 2:51 am
by fKd
No, its bright enough

Re: Screenshots
Posted: Fri Jun 19, 2020 12:02 pm
by Obsessed
fKd wrote:No, its bright enough

heh..

okay..

Re: Screenshots
Posted: Mon Sep 21, 2020 10:02 pm
by Bliccer
Okay... so after 6 yrs my account is still working and I see all those beautiful maps coming along. You guys rock!
@donkey wtf man! Dig that stuff!
@flipout: WOOOAOTTT again. Detailed Nature and a proper environment is always nice to see in a q3a map
@eraser: just played through your dissent map. Great output. Love all the mechanics in there AND! Finally a proper ladder animation

Only thing is... next time put em flames on them barrels!
@sst13: you are also still there!
@fkd: sweet to see your robust geometry again
Re: Screenshots
Posted: Mon Nov 16, 2020 12:45 pm
by cityy
It's not Q3 but I'm working on two Diabotical levels with
Conrad Justin.
cityy+c_justin.jpg
Re: Screenshots
Posted: Tue Nov 17, 2020 11:45 am
by Hipshot
Everyone is doing these japanese themes! That looks really nice. Nice colors.
Re: Screenshots
Posted: Wed Nov 18, 2020 10:29 am
by cityy
Everyone is doing these japanese themes! That looks really nice. Nice colors.
Yea but it was only a decision to a limited extent as the game does not support custom assets at this point so we were kind of bound to go with what it offers in terms of props and textures.

Re: Screenshots
Posted: Sun Jun 27, 2021 11:49 am
by Daikatan
Bacon wrote:
[lvlshot]http://i.imgur.com/OHQpOlr.jpg[/lvlshot]
Dear Bacon. I hope you can finish Guts q3 model in the future, to commemorate Miura.

Re: Screenshots
Posted: Tue Jul 13, 2021 11:39 pm
by Bacon
I am, still working on weight paint though. Had to restart when I found a better model.
[lvlshot]https://images2.imgbox.com/3a/76/B4H6qZrj_o.jpg[/lvlshot]
Re: Screenshots
Posted: Tue Jul 20, 2021 12:44 pm
by Daikatan
Good to hear!
Is polycount ok for engine?
Re: Screenshots
Posted: Wed Jul 21, 2021 8:50 pm
by Bacon
Daikatan wrote:Good to hear!
Is polycount ok for engine?
Should be fine. I have done one before with 16k tris and it loaded fine. Worst comes to worst I can just make it a bit lower.
Re: Screenshots
Posted: Tue Jan 04, 2022 5:41 am
by Bacon
So using groups I guess you can make models any poly count you want in vanilla
[lvlshot]https://i.postimg.cc/wML6gTM5/shot0003.jpg[/lvlshot]
MD3 documentation says max of 16 groups but this has almost 30, wonder what the max polycount the game would load? :shrug:
Edit: Once models get this complex, motion captured skeletons are out of the question I guess. Resulting md3 with ~2000 frames of animation resulted in a 580 mb md3 and needs hunk/zonemegs set to at least 1024 (Blender used 21.7 GB of RAM as well to export lol) I guess for higher poly just regular hand made animation is better, so the limiting factor is probably frames. Dayum shame.
Re: Screenshots
Posted: Sun Jan 22, 2023 3:00 pm
by sst13
Started an extended version of my CTF conversion of q3dm4 a few weeks ago.
Featuring some additional ledges, leading from the flagroom to the maps center. Including a lot new jumppads and a double teleporter, to change the sides in the bases quickly.
[lvlshot]https://sst13.net/pics/13death_xt1.jpg[/lvlshot]
[lvlshot]https://sst13.net/pics/13death_xt5.jpg[/lvlshot]
[lvlshot]https://sst13.net/pics/13death_xt2.jpg[/lvlshot]
[lvlshot]https://sst13.net/pics/13death_xt3.jpg[/lvlshot]
[lvlshot]https://sst13.net/pics/13death_xt4.jpg[/lvlshot]
I'm also going to make a deathmatch version. Stealing some of the stuff from the QL version of q3dm4. (Eviscerated) Like the new upper connection with the jumppad.

Re: Screenshots
Posted: Sun Jan 22, 2023 6:25 pm
by Eraser
Judging purely from the screenshots, maybe you could make it a bit more clear what color base you're in. Add more red/blue accents.
Re: Screenshots
Posted: Sun Jan 22, 2023 6:34 pm
by sst13
Eraser wrote:Judging purely from the screenshots, maybe you could make it a bit more clear what color base you're in. Add more red/blue accents.
Thats because the screenshots showing the red base only atm.

If everything fits so far I'm going to copy the new stuff over to the blue side too.
Re: Screenshots
Posted: Thu Feb 02, 2023 11:50 pm
by sst13
Layout for the CTF version so far:
[lvlshot]https://sst13.net/pics/13death_xt7b.jpg[/lvlshot]
I'm going to make red and blue jumppads for the bases and only keep the 2 in the center yellow. (screenshot already updated)
Re: Screenshots
Posted: Thu Feb 09, 2023 7:55 pm
by seremtan
why not make the two in the middle purple?
Re: Screenshots
Posted: Wed Mar 27, 2024 12:19 am
by Hipshot
So I have been testing my new level (map 16, where rustgrad was map 8) at the office, it doesn't look much now, but it's fun in an average sort of way. This version is "old" now, it has been updated in several places a bit actually, but anyway, this is the version from yesterday night.
Playing in instagib, clan arena and ffa.
[youtube]wkQiQePdTwU[/youtube]
[youtube]YgcoMXC_TbE[/youtube]
[youtube]J5x2geNs0lY[/youtube]
The best things with having employees is that you can force them to play quake. We are not that good, as can be seen in the vids =)
Re: Screenshots
Posted: Mon Jun 24, 2024 8:37 pm
by Fjoggs
Any progress on the map Hipshot?

Re: Screenshots
Posted: Sat Jul 06, 2024 1:46 pm
by Hipshot
Quite alright. I did significant changes to parts of that layout until when playing I felt it was good enough. I have since been fiddeling with graphics, but it's going to take a while, not that the level will look all that special/good, it's mostly time. The theme is simple, but sometimes that's difficult too...
I opted not to show anything now, I don't feel ready, I don't have a slice of the map to show, I need a part that is "done" so I myself can see the quality I want for the rest of the level.
Re: Screenshots
Posted: Mon Jul 08, 2024 11:23 am
by Fjoggs
I was inspired to do some mapping myself, and it sounds like we're in a similar situation. If you're looking for some chumps for playtesting then there's probably quite a few on the various mapping discords that can help.
Not sure if you're there already
Been focusing on the layout, but also did a lot of fiddling with the lighting to try and use a very strong sun + a subtle fog effect (same setup as cityy used a few years ago in a post made here) to see how good the lighting could be with pretty much no effort.
Helps that I'm using your beautiful textures as a base
Wide screenshots warning :owned:
[lvlshot]https://fjoggs.com/images/quake3/alpha/1on1-layout-1/screen-1.jpg[/lvlshot]
[lvlshot]https://fjoggs.com/images/quake3/alpha/1on1-layout-1/screen-2.jpg[/lvlshot]
[lvlshot]https://fjoggs.com/images/quake3/alpha/1on1-layout-1/screen-3.jpg[/lvlshot]