Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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Re: Screenshots

Post by fKd »

Messing around at work... kinda fun open map so far. Been playing a bit of QL and thought i'd make a CA map on my down time at work.


[lvlshot]http://i.imgur.com/h8yNdpt.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/EIgS7PJ.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/I7BJCmb.jpg[/lvlshot]

Heres a link if ya feel like a look. I'll make a full post when there is a bit more to look at.
https://www.dropbox.com/s/chk4auvtizpa8 ... 2.pk3?dl=0
KangaRufus
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Re: Screenshots

Post by KangaRufus »

Wow! Such lovely clean lines! I'll be downloading for inspiration! Beautiful map!
Gargamel9000
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Re: Screenshots

Post by Gargamel9000 »

Yeah looks kewl fKd!
I re-worked some areas and started the player&bot clipping, i just want to get this damn thing done... its about time. :(

[lvlshot]http://i.imgur.com/dsDj9ud.jpg[/lvlshot]
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CZghost
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Re: Screenshots

Post by CZghost »

I finally managed the Camaro model texture working! Though there is some unspecific UV mapping error, which occured lastly after some time (it wasn't originally). Maybe my Windows? So I need to repair that one before the model actually can be distributed. This is what it looks like in game:

[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0000.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0001.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0002.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0003.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0004.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0005.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0006.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0007.jpg[/lvlshot]

Where I got with noclip inside the model, you can clearly see the mirrors are weirdly stretched. I also managed to shoot the bottom of the car, though it's the part that doesn't get to normally rendered unless the player is able to get under the model. I consider removing the underneath part if you don't want to put it somewhere player could see the bottom...
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
obsidian
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Re: Screenshots

Post by obsidian »

Take a look at some of the model shaders that come with the game. They use vertex lighting in the shader. You'll want to add that to the shader file because right now it's rendered full bright. Looks good though.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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CZghost
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Re: Screenshots

Post by CZghost »

It's not final version, I need to repair that mirror bug, but I totally forgot that models need to be lighted slightly different than brushes/patches, though. Thank you. Actually, I used to see models use rgbGen lightingDiffuse (rather than vertex, used for sprites) Actually, that full-bright might be caused also by shader using surface light. Maybe try to remove the surface light and force mappers to use regular entity lights with color selection matching the lights? Making it spotlights and adding flares? And what to do with the bottom face of the car (the mechanical part underneath). In most cases players won't see this surfaces, but when placed somewhere in mechanical engineering workplace (car repair service), the player could actually run underneath. Make two versions of it? One for garage placement, without bottom face, the other with the bottom face for the repair workplace?

I'll make another topic for the model development suggestions, there you could posts suggestions for further model improvements. First version will have the UV mapping bug repaired and shader improved to better placement in maps. Model scale will be altered to match player size (intended to be model of real car 1:1) and of course to better fit in Radiant grid...
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Gargamel9000
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Re: Screenshots

Post by Gargamel9000 »

good job man, looks cool!
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CZghost
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Re: Screenshots

Post by CZghost »

Well, it's just texturing job, I only added mirrors to make it look more realistic, but the actual modelling job is done by Karan Shah. Website pages (part 1 and 2 of tutorial) are below. Downloaded model is from Part 1. The model is in Blender format originally, distributed will be as ASE model (exported)...

Part 1:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21730

Part 2:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21749
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Pat Howard
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Re: Screenshots

Post by Pat Howard »

@fKd: that looks cool. i ran around a bit and the bouncers work really well. one thing that jumped out at me was the RA and YA that are just in kind of L-shaped hallways that could be expanded to have more interesting battles around them. glad to see you are still making stuff for quake. you inspired me to get back to work on a half-finished layout i have been procrastinating on!
fKd
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Re: Screenshots

Post by fKd »

Thats awesome news Pat, looking forward to having a look!
eukara
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Post by eukara »

[lvlshot]https://pbs.twimg.com/media/DF7dN_1XoAIGrqf.jpg[/lvlshot]
[lvlshot]https://pbs.twimg.com/media/DF7fCW3XUAACgd8.jpg[/lvlshot]
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CZghost
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Re: Screenshots

Post by CZghost »

So I ran quick testing compile of my map Schöna (czq3dm1). Caulk hull was temporarily textured to prevent massive HOM effect to appear, you can clearly see it's still lacking huge amount of detail. But you can view the general idea on how the map may look like:
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0003.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0004.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0009.jpg[/lvlshot]

There's a placeholder for the crane currently, this will be changed later by crane brushwork model...

Additional screenshots to view (if you like):
[spoiler][lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0008.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0010.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0002.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0011.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0007.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0006.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0005.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0001.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0012.jpg[/lvlshot][/spoiler]
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Fjoggs
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Re: Screenshots

Post by Fjoggs »

Been slowly working on a new (and hopefully the last) beta for tourney6.

Figured I'd post a screenshot here like the old days. Might be a bit dark, this was just a quick compile.

[lvlshot]https://fjoggs.com/images/quake3/beta/fjo3tourney6/fjo3tourney6_b5-1.jpg[/lvlshot]
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Bacon
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Re: Screenshots

Post by Bacon »

[youtube]vcX8T0z8l7U[/youtube]

Not really a screenshot but whatever. Motion capture applied to Quake III models. Pretty cool, but the resulting filesize of the MD3 is about 80 megabytes, totaling about 5000 frames of animation for the whole thing. I was suprised the game can even handle it.
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Hipshot
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Re: Screenshots

Post by Hipshot »

I posted this before, a long time ago, but I decided to work more on it and now it looks and works like this.

It was suppose to be a space themed level, but I will apply the japanese theme I made to this level instead =)

[youtube]cvIsyOOeBkA[/youtube]

[youtube]PBbETtzrswk[/youtube]
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Pat Howard
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Re: Screenshots

Post by Pat Howard »

stoked that you are still working on the japanese theme. i can definitely see it being applied to this layout.
cityy
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Re: Screenshots

Post by cityy »

Hipshot wrote:I decided to work more on it
You sure you didn't just slip onto the wrong icon on your taskbar? :owned:
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Hipshot
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Re: Screenshots

Post by Hipshot »

Ah haha, almost Cityy =D

@ Pat, well, I started Rustgrad in 2009 I think and released it 2014, so I suppose it can take a while.

[lvlshot]http://zfight.com/misc/images/maps/m16/4.jpg[/lvlshot]
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
v1l3
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Re: Screenshots

Post by v1l3 »

I hyped up, Hipshot's, work on the Quake's Discord channel in the past to, Sponge, and he laughed, and then two days after that I was then removed from the Quake Champion's Steam group and banned from it...

I wait to see someone make a better map than Rustgrad...for FREE! :paranoid:
Pat Howard
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Re: Screenshots

Post by Pat Howard »

@hipshot: are you going for a grungier look? :( i think i liked the initial more colorful building concepts better.
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Hipshot
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Re: Screenshots

Post by Hipshot »

Pat Howard wrote:@hipshot: are you going for a grungier look? :( i think i liked the initial more colorful building concepts better.
Not really, this is just another style that will be mixed in on some places. And there will be inside areas in between. There will be a few different inside styles too. But I need to work on getting that red/white style up again on the large middle area of the level.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Obsessed
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Re: Screenshots

Post by Obsessed »

v1l3 wrote:I wait to see someone make a better map than Rustgrad...
it is very difficult for me to imagine.
Hipshot wrote:I started Rustgrad in 2009 I think and released it 2014
:ducky: :dork: :eek:

P.S. "japanese theme" sounds very promising.
dONKEY
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Re: Screenshots

Post by dONKEY »

Hipshot, looks cool already.
I quit smoking recently, so I’ve been mapping again to distract myself.
This is kind of part three of a trilogy using the same concrete textures.
I’ve actually done quite a bit more than this editor shot shows. But it’s enough to get the feel I think.
https://www.dropbox.com/s/qvzptipylh9h6 ... s.jpg?dl=0

Hmm I just realised I can’t recall how link Dropbox images....
Dirge Inferno
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Re: Screenshots

Post by Dirge Inferno »

[lvlshot]https://i.imgur.com/gOzTmaL.jpg[/lvlshot]

[lvlshot]https://i.imgur.com/b4WCkqa.jpg[/lvlshot]

WIP
Obsessed
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Re: Screenshots

Post by Obsessed »

@Dirge Inferno, nice theme. :) I'd add some Indian symbols, textures with images of elephants, etc. Or even their statues. ;)
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