News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Fifth 
That makes my phong erect but FFS enable anti aliasing already. 
Fantastic Looks Awesome 
can't wait to mess around with the phong shizzle 
Well Phong Innit. 
No point moaning about anti-aliasing with non-GL Quake surely?? 
Looks Lovely 
 
#13030 
I don't understand the fascination with writing hardware renderers with "oldschool" features. I mean, this has been done in other engines.

Unless, of course, you like lazy coding.

But it's not innovation in any way. 
 
Sorry for the trolling, but it's impossible to demotivate me. I just don't care about such arguments. I'm used to them. 
Ah Mankrip 
I see what you did there. I used to use anti-aliasing in my quake all the time but it does tend to look smudged when I posed a JPEG online so I decided against it to get a little sharpness in my images. 
 
I just phonged. 
 
I just phonged. 
Twice In A Row Apparently. 
Phones need spinny things to let you know you hit submit already. 
Phongs Need Spinny Things. 
 
How Far Along 
Is that Map fifth ? 
What Compiler ? 
Hey Fifth what compilers are you using for this stuff? Am I also seeing see through glass with shadows being cast on them for the building on the left or am I crazy? 
Skiffy 
you are indeed seeing glass with shadows cast on them. My method is using a texture with lots of gradient detail but only in one direction (to simulate those "lines" you see on glass), but setting a very low alpha amount. I believe the texture is a metallic one.

As for the compiler I'm using the test build that Ericw posted in the tyrutils thread. It has smooth lighting support. 
Finally Starting Mapping For My Mod 
Doing the start map now

http://image.noelshack.com/fichiers/2016/01/1452201677-screen1.png

Living the dream boyyyyz 
<--- Jealous 
 
Of What? 
 
Good Installation 
of Trenchboom. 
Those Viewport Has Its Charme, Right. 
Love me some editor shots from time to time. 
Living The Dreaaaam 
Sleep 
Of finishing a mod, giving life to a vision, winning a learning curve... 
But.... 
Well ok then. 
Daya - Your Mod? 
Do you have any details on what you are up to? Curious. 
Dumptruck_ds 
Technically a simple 8-maps long singleplayer campaign. It adds 3 weapons (Infantry Gun, a basic machinegun ; Gatling Gun ; BFG) and some more monsters, both custom and some added from Scourge of Armagon. I'm also planning on adding a Berserk Powerup where the general rate of fire is increased by 3.
The basic premise is that some strange ruins have been discovered on a northern island, so a colony is made there. 3 years later all hell breaks loose and you're sent to "investigate".

While I'm at it, here's more screenshots:
http://image.noelshack.com/fichiers/2016/01/1452276770-screen3.png
http://image.noelshack.com/fichiers/2016/01/1452276781-screen4.png
http://image.noelshack.com/fichiers/2016/01/1452276772-screen5.png
http://image.noelshack.com/fichiers/2016/01/1452276777-screen6.png
http://image.noelshack.com/fichiers/2016/01/1452276775-screen7.png 
Daya - Your Mod Pt 2 
Looking good and sounds pretty fun. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.