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
Awww 
is Quaketastic down? The image doesn't load ;( 
 
Should work now? I dunno, I wrote over the original file. 
 
Should work now? I dunno, I wrote over the original file. 
Haha Nice 
actually works surprisingly well 
 
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff. 
 
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps. 
Yes 
texturing can be a hard job
Looks Neat Fifth 
 
Nice Vehicle! 
 
 
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png

Still using the Quake palette. 
FifhElephant 
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself? 
 
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.

I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point. 
 
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :) 
 
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.

There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.

I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress? 
Mankrip 
When can I get my filthy hands on Retroquad (alpha, beta...)? 
 
There's still a lot of work to do, so I can't predict it yet.

I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it. 
 
Cool, you have a solid plan there mankrip? 
 
There is a solid goal, but the path to it will be a mess.

I have zero experience with developing a whole game (Fightoon doesn't count, it's unfinished) plus zero experience with the commercial side of things, so there will surely be a lot of unpredictable mistakes on the way.

Anyway, at least I won't make the same mistakes as before. It's time for new mistakes. Life is fun! 
 
No news here, but these CleanCut comparison shots are a good example of an extreme case for color correction on translucency.

First, a 24-bit color mockup. I've done this by getting a screenshot taken with r_wateralpha 1, and applying it with 60% opacity over another screenshot taken with r_wateralpha 0.
http://www.quaketastic.com/files/screen_shots/correction_2_mockup.png

Now, an actual ingame color-corrected screenshot taken with r_wateralpha 0.6. It's not as smooth as Floyd-Steinberg dithering, but it's very close to ordered dithering, surpassing it in some other cases.
http://www.quaketastic.com/files/screen_shots/correction_3_translucent_on.png

And this is how the translucency was without color correction:
http://www.quaketastic.com/files/screen_shots/correction_4_translucent_off.png

The Quake palette is quite poor for translucency, because the game wasn't designed for it. But an interesting side effect of using such a limited palette is that it makes easier to measure the effectiveness of such graphical improvements. With a palette developed with alpha blending in mind, the results will be significantly better. 
 
Danget gives engine already! This supports colored lights? Be curious to see some shots from the E1M1 Doom remake with this engine. 
Window1_2 
Static entity as frame for the alpha glass. 
 
nice work 
 
Is that a model or bsp? 
Lol 
model

It reminds me of the examples of the coloured tifany shadows from darkpaces. I guess it's not possible to simulate coloured glass. 
Get It 
here and explain me how to obtain coloured glass! 
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.