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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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Zwiff 
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again? 
Yay 
Thanks Zwiff, again.

Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:

AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com

Or e-mail: http://www.phait-accompli.com/q/contact.php 
Update... 
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.php?tag=Travail

Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out. 
Phait 
Beta-comments:

Homogenise the architectural style a bit.

Beef up the designs in the plainer sections.

Try to have more interesting connections between the main areas.

Round off and naturalise the terrain a bit.

There we go that's enough beta-comments, get to work. 
Shamb, Out Of Curiosity 
Did you go through the maps (from Zwiff), or are you just speaking from the shots? 
 
He's just giving general info. 
Ah 
Cause some of that was vague. 
Phait. 
Errr no, that was from nothing except an instinctive estimation of what most maps need. 
I See 
Yeah I've been reworking areas here and there.
(Before: http://www.phait-accompli.com/q/s4/pre/tower11.jpg -- After: http://www.phait-accompli.com/q/s4/pre/tower11b.jpg )

I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area. 
Terrain 
Also 
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.

And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32? 
Also 
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.

And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32
Stuff 
the sky looks crap because it's a different skybox than the "old crap."

I actually like the broken shattered look of the "old crap."

The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.

i think i liked the old better.

and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts. 
Those HOM's Must Be WitchCraft! 
Madfox 
looks like a nice oldskoolish runic map, i've no complaints with that.

except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel. 
Well 
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it. 
Omg 
FASCINATING

/me fucks off to somewhere where he cares.. 
Texture 
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia. 
RtCW Mapping Questions 
I am sure some of you have mapped for RtCW so I have some questions to all of you:

1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?

2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead? 
What The Hell 
This was supposed to go into Mapping Help. 
... 
Necros 
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase. 
Good Form To Those Buildings, 
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.

Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.

Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.

MMMM, ruuust. 
 
HeadThump, by any chance do you mean this set:
http://www.planetquake.com/vigil/pics/sockie1.jpg

Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition. 
Jago 
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.

To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time. 
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