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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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Yes ... 
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours. 
Yes ... 
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours. 
Errr I Think... 
Grindy's comments were directed to Hrim, not Here... 
Sorry 
this pitifull gamespy server doesn't work...
I can't upload lostchildren.pk3
sorry for repeating my self... It was an error 
Geh 
I always figured I'd let the texture mandate the brush, and not get carried away with little details. Well, I have no sense of restraint:

- http://localhost/ope9/teaser/img/ss/ss6.jpg
- http://localhost/ope9/teaser/img/ss/ss7.jpg 
Phait 
I get "Connection Refused" when I click the links. Is that just me or is there something wrong with the site? 
WTF 
Ok, that was incredibly stupid of me... I thought I had my actual site open, but I had my LOCAL site open. Aha... shoot me kthx:

http://www.phait-accompli.com/q/s4//img/ss/ss6.jpg
http://www.phait-accompli.com/q/s4//img/ss/ss7.jpg 
Phait 
looks marvellous!! Didn't think it's possible to make it like that in quake. (The center console
in shot 1 seems to have the screen wrap over the edge though.) :/ 
Yeah 
Still feelin' it out, so things need to be tweaked yet. I wish Quake had glass windows, but I'll have to do without. I just wanna get the hangar/ship area done (it's maybe 75% done), and then get on with the next couple areas for the video - which will be playable areas of course. 
Phait: 
looking nice so far. 
Phait. 
Looks good, a decent amount of detail, keep it going. 
Ok 
I seem to be on track then. I was worried it might end up loooking a little gimmicky or overdone. I think back to alot of maps that aren't real detailed but still look better than id-quality, just because the textures were used so well with the right brush shapes. (I'm recalling e1m1 remix by czg/vondur) That's what's inspiring. 
Problem With D3, Sunlight, And Shadows 
So, I'm working on this D3 map, and I have this area with a windowed ceiling -- basically I want the sky to light the room, thereby casting correct/realistic/logical shadows in the room.

Seems easy enough right? Well...

Doom 3 doesn't have texture lighting or environment lighting -- so the way to get sunlight is to have spotlight set above the area and surrounded by caulk. (at least that's the best way I've found)

Except -- this is what happens:

http://blitz.circa1984.com/wtf.JPG

http://blitz.circa1984.com/editor_d3.JPG

^^^ As you can see, the entire light is inside of the giant caulk box, but still, it doesn't come out right in the game.

I've searched D3W and it seems like the only other way to get this to work is to add a few lines into EACH INDIVIDUAL MATERIAL you want to have the effect (seems like a shitty hack and extremely time consuming)

So I'm hoping someone who has more experience than I with the D3 engine can explain what is going on here, and possibly offer a solution.

Thanks guys 
^^^ Ignore The Above Post 
I figured it out!!! Woot. Everything is falling into place now -- I can feel it. In the past, this sort of thing would derail me for days, but now I'm feeling like my luck will change and everything is coming up BLITZ!! 
Phait 
Very interesting ! Very nice ! Keep it up, it sounds good for the future ! 
Blitz 
Hmmmm...I've been doing a fair bit of sunlight in my map, and I just stick a big bastard regular light in the room, and offset the origin to somewhere behind the window. 
Phait 
AFAIK you can make glas in quake using some trap_spekeshooter and trigger_once. I don't remember now how it works exactly but it is possible. The glas won't be breakable, and you can't shot thru it. 
Phait 
What do you mean by 'I wish Quake had glass windows'. Do you mean textures that look like windows, or do you mean a seethrough, breakable brush? 
Mike 
Seethrough, breakable and non-breakable glass. It looks pretty odd having an empty window. 
I Think 
I've seen trigger_once with its health set to a large number and its brush where you want the "window" to be. It will then bleed when you shoot it, but you can't shoot nor pass through it. I guess that if you wear down the health it becomes passable again, but I haven't checked that. 
Phait. 
You're asking a lot of an engine that can't do it =).

Efdm9 has the bleeding glass thing in. 
Ahh 
See, you are thinking moreso of a functional window. I'm more concerned with the appearance of a window. 
Shambler 
Not really - we know you can VIS water and certain textures to appear translucent, so... 
Aguirre 
I think trigger_once has to have low health and has to be shoot only once by trigger_spikesooter then it behaves like clip brush but you cant' shot thru it and it doesn't bleed 
Why Not Just Use 
different textures for see-through, breakable and non-breakable glass? 
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