|
Posted by metlslime on 2002/12/23 18:27:46 |
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. |
|
|
@killpixel
#15125 posted by quakeulf on 2017/08/17 01:52:19
There are no original ideas. It's all about the execution. Take a concept and work on it until it looks good. Iterative design based on existing designs as a base is how most new things come into existence anyhow. When you made the design form the start you must have been inspired by something, so don't worry.
Killpixel
#15126 posted by adib on 2017/08/17 03:10:12
I would call it Taenia, because it reminds me the head of a tapeworm.
I loved the design, congratulations.
Killpixel
#15127 posted by Qmaster on 2017/08/17 03:35:50
All your stuff has an awesome Doom/AD/Retro vibe. Keep it up! Can't wait for your game to be finished.
#15128 posted by killpixel on 2017/08/17 19:11:38
@quakeulf - I agree.
@adib - thanks! Taenia - tapeworm from hellllllll!
@Qmaster - appreciate it. I'm trying to be as authentic as possible, I think it will work out :)
Ok, I'm going to take a break from spamming this thread with non-quake stuff for a while. Here's one last little thing: quick n dirty paintover using new sculpt.
@Killpixel
#15129 posted by damage_inc on 2017/08/18 13:58:38
I'm curious, are you using a hybrid Q1 + Q3 mapping setup?
If so, how did you implement "light styles"? DP's rtlights hand placed?
Dmg
#15130 posted by killpixel on 2017/08/18 17:51:51
Maps are q3map2, I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around on quakeone if that's what you're looking for.
I have since switched back to lightmaps because the massive performance hit of rtlights isn't worth. That means no lightstyles currently, but I intend to get fbsp support into DP at some point.
Let There Be Light
#15131 posted by Mugwump on 2017/08/18 18:54:20
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs. It's a bit of a shame to use an engine that can handle rtlights and not make use of them.
I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around
If your UI is better than these in any way, it would be nice of you to share.
Mug
#15132 posted by killpixel on 2017/08/19 00:25:30
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs.
Lighting each map twice for no real benefit is something I want to avoid :P Lightmaps looks much better than rtlights (AO, bounce, more complex shading in general). The downside, of course, is the lack of lightstyles, but that would be resolved with fbsp.
Our editor is functionally the same as the editors for quake -- just some hotkey differences and default values adjusted to better suit the game's scale, which is different than quake.
FBSP?
#15133 posted by Qmaster on 2017/08/19 00:30:53
What's that? I'm intrigued.
FBSP
#15134 posted by killpixel on 2017/08/19 00:34:11
It's essentially q3map2 w/ lightstyles: doot. FTE supports it, AFAIK.
Ok More Spam
#15135 posted by killpixel on 2017/08/19 02:58:39
then I really am done for a while :P
oppressor base sculpt
original oppressor doodle
He's pretty goofy looking, but he reads pretty well in game.
@killpixel
Looks great... wonder what he'd sound like. ;)
Killpixel
(Speaking only for myself of course) please don't feel like you have to stop. I really enjoy seeing these. I'm excited about your game and it's interesting to see he process behind it.
Speaking of which -- this might be a stupid question, but how do the 3d models fit into your development process? I thought you were using sprites for all monsters and items, or has that changed? Or are the 3d models part of the process of sprite creation?
#15138 posted by killpixel on 2017/08/19 18:37:13
@dumptruck - probably something along the lines of "mrwWAAAHRRGGuummmrrr" I reckon :P
@newbie - Thanks :D I intend to post, just in a less spammy manner (fewer, more consolidated posts with juicier content).
The models will become sprites in the end. Most sprites start out as either physical or digital models. Examples: doom/doom2, doom64, blood, duke nukem 3d/shadow warrior.
If anyone has stumbled across pics of heretic's or hexen's models I'd love to see them :)
Not Really A Screenshot Or A Beta But...
#15139 posted by damage_inc on 2017/08/19 19:09:16
Was chatting on the Q2 discord(Quakeulf) and I was reminded of and posted this:
https://cdn.discordapp.com/attachments/308335417105842177/348511293616947200/Q2Clock.jpg
Description: A one off, custom made, blood "splattered" metal Quake 2 symbol clock! Made for me by a friend "back in the day".
It mostly collects dust these past 15 years, hehe!
Hexen Hide
#15140 posted by madfox on 2017/08/19 22:56:35
great model there killpix!
Here 's an old site for hexen maps, models etc.
Madfox
#15141 posted by killpixel on 2017/08/21 02:29:49
thanks, this is a cool resource :D
Looks Awesome!
#15142 posted by Redfield on 2017/08/22 05:55:40
I'm actually excited to play this game of yours killpixel.
AD: Paradise Sickness Beta/Help Needed
#15143 posted by Redfield on 2017/08/22 06:06:39
Well, its hard to believe its been 5 months already. This project currently dwarfs my previous release and has much more to offer. I've got a Beta ready to go and am looking for a couple people to play through and give demos/feedback. You will have to click my name and them email me - private beta.
The map features new textures, sound effects, and implements many AD features such as custom particle templates, storyline and more. I've already posted a couple of screens, but here's another gallery update:
http://imgur.com/a/qNGOZ
So far I've had a lot of great help and feedback from people on func already, and it has been a blast to work on this. As mentioned before this map is a mix of Egyptian ruins and base map, inspired partly by Operation Urth-Magik. Anyone who wants to be a tester, click my name and email me! I will try to send you the beta within 24hrs.
Thanks, Redfield
#15144 posted by lpowell on 2017/08/22 07:21:08
Looks awesome! I got your email and will give it a spin tomorrow.
Redfield
#15145 posted by Breezeep_ on 2017/08/22 16:24:57
Looks great! Though the only gripe I have is that the outdoor area looks a bit dull with lighting. I would suggest adding some proper sunlight, so you can mess around with _sunlight_mangle until it looks right to you.
The Bloody Sun...
#15146 posted by Redfield on 2017/08/22 20:38:22
Hey Breezeep, ya I do agree with you on the flat sun. The reason I've got _sunlight2 right now is because of frustration. I had a sunlight mangle setup, trying to replicate the sun in the skybox and I end up with super vibrant areas of sun, and dead black goofy looking areas of shadow. The shadows are so bad that I place lights everywhere to fill them. I keep replacing lights, compile, hate it, replace, repeat. So I went with sunlight2 for less ridiculous shadows.
Maybe I could try a much smaller mangle, I'll keep experimenting, but I'm really not too impressed with _sunlight.
#15147 posted by ericw on 2017/08/22 21:12:31
Combining _sunlight2 and _sunlight is a good bet.
_sunlight gives you sun light coming from a particular direction that matches the skybox (but fully black shadows), and _sunlight2 is coming from all directions (anywhere that can see sky texture) and helps light up the harsh shadows a bit.
I have a screenshot on https://ericwa.github.io/tyrutils-ericw/ in the "sunlight" section, click on "sunlight + sunlight2"
^^Thanks
#15148 posted by Redfield on 2017/08/23 04:42:58
I never thought to try them both at once, I'll give that a go.
If there is anyone else that has the time to test my beta, please post here and either email me or give your email and I can send you the beta files. I saw that it was actively discouraged to post betas on quaketastic anymore, and to handle it privately, so I'm going that route.
Switching To Models
#15149 posted by killpixel on 2017/08/25 08:13:59
Sprites are awesome but impractical and will be the death of the project if I don't ditch them :(
in-game oppressor model + test animation
original sculpt
retopo
It turns out models are 10x easier and faster to produce than sprites and way more flexible. Go figure. It was a naive pursuit and I was too hard-headed to realize it. Note to self: try to avoid such blunders in the future.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.
|
|