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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Madfox 
M.C.Escher style is great! how do you navigate in there? Are you rotating the whole thing in game?
Or..? Just curious 
 
there's probably no real good way to navigate that in the fashion you would like to. I could imagine a set up using portals in unreal but it would have been tricky to do. 
Wow 
yes, Madfox gets even crazier!

Will your trademark animated machines be included?

I have yet to see any game pull off an escher-esque environment (ie people shooting at you from different alignments) - I think Prey was probably the closest. 
Astrolaboria 
-@mfx :
I saw the quake level of the villa of Escher and became so pleased that I wanted to try the other. Print through the animation master, I found a project of Buce Vo, which had a 3D version of it.

Although it looked complicated, I made a model of Pepacura, and I was a little obvious. After I came out a couple of times drunk out of GtkRadiant I began to shift sections. Turning parts can work, but it pointing my eyes to my nose.

-@5thfant :
It looks a bit, but sometimes it is difficult to. Using wrong buttons if the screen is vertical, putting a ladder against the ceiling.

@-Tronyn :
Good idea, from now I'm thinking in func_trains that go my misfits way. Why not make it a giant harmonica that jugs from top to button like a LunaParc? 
MP Level "Paradox" In SIN 
That pulled off the "escher-esque environment" pretty well.

Or is this single player only related? 
Speedy Textures 
I tried my hand at textures a few nights ago:

http://killpixel.com/textest.jpg

From a picture of a rusty baking pan, I cut out horizontal bars and applied bevel/emboss to each one.

The cool part is you just use the eraser to make the worn/distressed bits and the bevel/emboss as automatically applied.

Slap on some grime and blend as you wish, shrink, sharpen, adjust hue/saturation and brightness contrast, index to quake palette and BAM, speedy textures.

This set took about 1.5 hours total.

Now that I know how to make textures I'm going to experiment with less generic designs. 
 
Beautiful! You might want to team up with http://forums.inside3d.com/viewtopic.php?f=17&t=5442 , which looks super promising. 
KillPixel 
Really interesting and nice texture set !

Keep it up ! 
 
Standart Photoshop effects such as Bevel and Emboss are cool for some quick results. Although it's quite important to not rely on them too much. Sometimes they can be a bit too obvious.

Ah, Inside3d. I noticed it's quite hard to get there. After around 2 months of waiting I finally gave up hope that my account will be activated in the current decade. 
 
@Spirit, thanks!

@JPL, for the amount of time, thought and effort that went into them I think they turned out pretty good.

@dwere, agreed. However, using any effect or method injudiciously will look amateur.

If this was anything more than "learn how to make textures" I would have fixed the glare atop the "1138" sign to dim as it moved away from the light source, among other things.

I also understand these textures are about the easiest to make: Simple, geometric shapes with a noisy surface in shades of brown... kinda hard to mess that up. 
 
dwere: Your account should be enabled now. 
 
Why, thanks! 
I3D 
Well, i�ve been waiting much longer now for a account there, and gave it up finally.
My questions were answered without account.

@KillPixel Cool textures you made there, i like the rusted pan "approach". made me smile. 
OT 
dwere, I fixed the rendering glitch for your model: http://sourceforge.net/p/quakespasm/patches/19/

I'd like to ask on inside3d if the change I made is reasonable, I basically just randomly removed a 0.5 offset from gl_mesh.c, and the results looked good :-)

KillPixel: nice start on the texture set. 
 
Interesting.

They probably added this offset for a reason. But no matter what the problem was, their solution seems rather hacky.

Thanks for bringing attention to this oddity. 
 
my guess is 0.5 puts a vertex on the center of a pixel, rather then the vertex being on the corner of 4 pixels. I can't say why it's there unless it was to emulate winquake, and obviously you're saying it doesn't. 
Green Shift 
Looks Nice ROQ :) 
 
The 0.5 Change 
Bear in mind you're gonna make some people unhappy by changing that 0.5 pixel offset - for example sock took advantage of it on some of his models to create "half-width" highlights on a skin at double the resolution the skin size normally allows details. The Quoth .mdl format ammo models are also textured with the assumption that UVs sit at the centre of the pixel - which prevents them being a pixel perfect match to the bsp versions, but they're gonna be a whole pixel adrift on the right hand edge after the patch.

If you say it's closer to winquake then that might justify it, but just be warned that the GL rules might have become the defacto standard in the mean time...even the software renderer in QME uses the centre point. 
Re: 10914 
that makes a huge difference. 
 
God, I hate GLQuake. 
Good Point Preach 
Yeah, I guess glquake's behaviour for the texture alignment is probably more of a de-facto standard than winquake's at this point 
 
This "different standarts" situation is rather sad. It pretty much eliminates the idea of pixel-perfect detailing. Even if you align everything for one engine, it will look like ass on another. 
Probably Should Be A Cvar Then ... 
 
Cloudy Pixels 
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