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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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Foliage was pretty much possible all the time, with oriented sprites. 
 
Oriented sprites won't work for anything other than grass tufts or maybe flowers. 
 
also they don't take lighting.

rubicon2 originally had sprite-based metal grates, and i tried to make it work better by having the LD choose the lighting level (by setting the skin index) but it still didn't look right almost ever. 
Yeah 
.spr for anything environmenty always looks like pickled arse.

.mdls do also, but to a lesser extent. 
Currently Using .spr32 
really wish autosprite2 was vp parallel upright :/
maybe there's an "autosprite3" on the horizon... 
Indeed 
rags do look ugly in sprites.
They are only usefull in caves at distances. The ones 5th_elephant uses are better but static.

rag.spr 
Alpha Textures 
on .mdl files would be nice. I don't know how feasible it is though. :)

That way you could make rags/spiderwebs that can move with the wind etc :) 
Yeah 
I'm looking at the same problem - I want thin fenced stuff with alpha that can blow in the wind and has lightmaps applied.

I can kludge it with some entities, but really a hierarchy (eg. bones) is needed for this type of stuff. 
Hexen2 Mdl Flag 
#define MFH2_HOLEY (1u<<14)
set that bit in your .mdl header's flags field (hex editor? 78th(#77) byte becomes 0x20), load it up in fte, marvel at palette index 0 now being alphatested (that's the theory anyway).

or if its an iqm you can just provide your own shader while playing with the model's bones via csqc. lightmaps is less easy, although iqm does support vertex colours, while mdl would need to bake it into the texture itself.
I guess this stuff needs some new light util tweaks. 
Mooie Vis 
A zoo een mooie vis 
Moldy Ruins Concept 
Pretty much starting over with that rainy level as the visuals keep evolving.

https://www.flickr.com/photos/129414687@N03/16585062198/ 
Yeeah Not Bad ;) 
 
Love That Shot 
 
One Can Almost HEAR The Atmosphere 
 
Lovely! 
 
Very Good, Hope To Play That Map Soon! 
 
Whoa 
absolutely love it! Perfect texturing, and what looks like nice dirtmap lighting... and the transparent textures too! Great example of using new techniques but keeping an authentic quake feel. 
That First Shot Is Great 
love the sense of scale and atmosphere in that first shot.

second shot looks properly damp and dreary too. 
1st Shot's A Photoshop Yo 
 
 
cubespew is spreading to the other quakes

but, yeah, what's going on on the floor in the first shot? it looks ... painted over? 
Well 
unless quake can do reflective water suddenly, then yeah it sure looks like a shoop.

Dude says it's a "concept" tho, so I guess it's a...concept. 
 
Yeah, it's partly shopped, don't want to throw away anymore brushwork so I'll be painting over primitives before building them. It's convenient to be able to make your own reference. 
 
Not Quake, but whatever ... I finally finished a contest scene and submitted something.

MODO, Substance Painter and Unreal Engine 4.

http://www.polycount.com/forum/showpost.php?p=2272200&postcount=8

Moving on ... Qonquer map jam and then who knows! 
Toy Soldier Style UT Map 
Why not make one of those? little people maps have been a staple part of maps for a long time :)

https://www.youtube.com/watch?v=2FRkAat9ROA 
 
Bedroom maps are a staple of every UT game. Many will be made, trust me. That's not a niche that needs filling. 
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