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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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Minimal Map Extras 
I can see how someone who only wants to add a few new enemies would want to be able to add just those new features to minimize map download size.

However, devkits aim to provide one dowlnoad for the kit. Then maps don't need to include their own mod in the downliad at all. People download the kit/mod. Then download maps for it. I may do Preach's idea of making the Keep mod inside the base ID1 directory where the only requirement is for people to add pak0 and pak1. This way any maps that want to add something not included in the base devkit can have an extended mod with their features. 
Now 
If only there was an engine that had support for multiple progs.dat where any added progs were simply to include extra functions. 
@Qmaster 
FTE_MULTIPROGS... Its basically FTE's oldest extension :)

that said, you generally have to tread very carefully around the base progs because very few mods are clean enough/designed for it, which makes simple things like eg changing the obituary (when some new monster kills you) really painful.
Its also kinda too much of a pain to set up on a per-map basis, but meh...

And yeah, its still fte only, and not enough people around here are hip enough to use it. 
Hmm 
Reading thru recent discusion in the AD thread has me thinking I should just stick to the tried and true method of putting it all together in one package as a standard mod. Full multiengine support (though QSS is recommended), no muss, no fuss, best support for the mapper.

Obituary should rely on a specific .string deathmessage1, deathmessage2,... deathmessagen for each enemy such that obit only has to randomly pick one of the deathmessages so long as it is not "".

Systems. Better systems allow for flexibility and the best power for the mapper. That is why I use AD as a base for any added content. All the enemies you see above use AD code structure.

I really should create my own dev thread rather than clutter up the screenshots thread. :) 
Normal Maps Are Cool 
I had some free time the afternoon and, once again, found myself admiring Doom3's art. I loaded up some assets in darkplaces as I've never experimented with anything other than diffuse layers.

I also generated some normal maps for my 2D pixel art using nvidia's texture tools for photoshop. The results were pretty bad, though I didn't have high expectations. Using higher rez assets yielded some pretty good results but the art was of organic stuff (stone, wood, etc) and the plasticy look of the normal maps is pretty lame. It really takes a bit of fiddling to get it to look good.

On that note, it occurs to me that the design of Doom3 is perfect for showing off the tech it used. It seems all these nifty shaders and texture maps work best with hard surfaces and dramatic lighting. Doom3 texture set is really easy to map with as well. That's some good designing! 
What's With The Mini-ogre? 
 
Because It's Quake 
My player scale is different though. Mine being 128u and Quakeguy is less then half that, IIRC. Also his eyes are in his chest, making him feel even shorter.

Does anyone here know of a tool that will invert the z of existing normal maps? If you notice in the video, they're inverted (shadow where light should be and vice versa). 
Nevermind, Just Figured It Out 
turns out each image channel (RGB/XYZ) is actually grayscale, making it simple as pie to invert. Neat! 
Ogreling 
So cute. Needs helium-pitch sound effects. Quoth 3 confirmed. 
Ogreling Like To Chew On Toenails 
or sth.. 
More Shader Stuff 
trying out bump/specular maps on low res assets. i'm happy with the bioshock inspired water, looks good for a first draft. the splash/puddle are placeholders. there are specular map on the blood and both bump and spec on the metal trim of the chest.

i played with giving everything a specular map but most surfaces had to be toned down so much that they may as well not have one. i think having select glossy surfaces, namely liquids, is a nice touch though. they stand out against the otherwise matte world without having to be overdone. 
Killpixel 
thats an awesome mix of retro styling with new effects. 
Thanks Fifth 
i think it's pretty neat too. the hard part is figuring out an aesthetic that isn't bricks or tech panels :/ still looking for that "eureka!" moment... 
Killpixel 
It's Unity or Custom stuff? 
Killpixel 
Is this FX intended to be included in Quakespasm, eventually ? 
 
@khreathor - custom stuff currently running in quake/darkplaces.

@Barnak - Not that I know of. I'm not associated with the QS team, I don't even program :P 
 
Water sheet looks awesome, I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water. 
Looks Really Sweet Killpixel! 
 
Ruiner 
I have been working on and off on a map for AD since the middle of October. I originally planned to release it by the end of the year but RetroJam 6 got in the way (and totally fine with that!)

In order to keep the mojo going, here is a random WIP shot from the map. It is entitled Ruiner (ad_ruiner)

I really have no idea on the release date, but I hope to get beta testing going soonish!

http://www.quaketastic.com/files/screen_shots/ruiner.jpg

*Taken from not my desktop at home so the resolution is lower but meh!* 
Bloouugughhhh. 
That looks cool.

Killpixel, that works surprisingly well with low-rez assets! 
 
Killpixel that looks awesome

Bloughsburgh can't wait to play it. I love knave maps. 
Bloughsburgh 
Locks is great :) 
Hype Is Great. 
2017 will be the best year~ 
Even More Shader Stuff + A Technical Question 
this is the last one for a while, i promise. waterfall, now with refraction. and something that's been on my to-do list for a long time, dp_water. i prefer this over my previous water test.

I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.

well, you can. this is basically quake in darkplaces. if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results. these assets were made hastily for the sole purpose of getting it working. the waterfall is just noise with a directional blur and some squiggly lines to break up the uniformity. the normal map used for the dp_water was generated from an image created with the "render clouds" filter in photoshop.

technical question, probably for the engine folks

you may have noticed the bright seam along the edges of the dp_water caused by the reflection distortion revealing reflections that should be obscured by geometry. this is just plain awful with fog and/or skyboxes. can anyone point me in the direction of a reasonable "fix"? I have some pretty hacky ideas map-side, but they're just a band-aid.

another strange thing, that's not something that needs "fixed", but worth noting. when reducing r_water_resolutionmultiplier value, you have to increase the offset of decals else their reflection will z-fight. 
Killpixel 
you could try stretching the water texture a few units out on each side. I've used this cheap method to hide texture seams in other engines. Unsure if it will work here as shaders are involved but worth a thought? 
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