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
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. 
Necros 
OMG Hordes!

Wait a minute, no monsters yet....

Yeah that looks cool, I like the fresh and funky designs. The lights on the larger buttresses look a little odd, that's all. 
Yeap 
those are the sext textures I mentioned.

The lights on the larger buttresses

That's the word I was hesitant to use because in the screen shot I couldn't tell if they were actually supporting anything! 
Sexy Textures 
 
Cool 
thanks for the comments. :) the map is a little to far along to redesign anything more than gameplay at this point, but it's nice to know what people think :)

cheers 
Sexy Curves 
necros doing ikbase seems like a nonsequitur to me somehow :)

I especially approve of the four light columns that are wrapped around the curved wall in the upper left quadrant of the pic. I've been playing around with nonaxial curved details like that myself a lot lately, and it's an utter headache sometimes, but the results are very rewarding. I'd be even more impressed with your brush-fu if you could extend a curve from the upper half of those columns to meet the overhanging curve above them.

Hmm, maybe that description's a bit obscure. Ahh, the tao of brush. :0 If you start off making things curvy, the tendency is to push it as far as you can.

besides that, my suggestions are:
1. break up the floor a bit, unless there's going to a be horde combat there and you want maximum player mobility. It'd look good as a split level type thang, with trims along the edge of the split (I'd split it where the curved columns touch the floor.

2. you might consider using different wall trims near the floor vs the ceiling to create a more varied "height identity." This is echoing/expanding on what Phait said.

that's my $.02. 
It Occurred To Me Recently; 
when Shambler got a bit nostalgic after replaying Scourge of Armagon, I asked myself how one might approach it in a fresh way, and here is my Hollywood answer:

Remix IkBase in desert camo tiles, set it as a base in the middle of the desert. Use Sock tech textures from the machinery sub file and Q2 reckoning consoles to feel out the details. Throw in Armagon, Scourge, nail grunts, and Preach's axemen as post apocolyptic/madmaxish rift raff for a fine base mix.

Tentative title: Armagon Ressurection,

catchy, eh? 
 
fuck. i was going to be releasing the damn thing soon, but those are good ideas grahf.

i think i'm going to work on the brushwork some more. :P 
Yeah. Agreed 
I see what Graf means; also, there is a riveted texture at the leftward edge of the shot that may be useful to create a v-frame trim along the large curved column edges if the texture happens to line up well with the planes involved, and if you wanted to add that sort of structual detail.

It would be a nice contrast to the vertical texture running up the columns.

My .02$. 
Some Cool UT2004 Shots 
Looks Cool 
but i only see one shot... 
Soooooooooon (well Not Really) 
http://www.kolumbus.fi/ville.nieminen/soon.jpg

WATCH THIS SPACE















CLOSELY





























Few weeks, honest. 
OMG 
RPGs COMING OUT WITH A DOOM 3 MAP OMG 
Ummm 
Want to recheck the nick on that post Zwif? 
 
It was a joke, cuz Fric basically copied RPG's "Soon" advertisements. 
:( And :) 
:(
bright blue alpha blending from 1997. Gosh, it looks ugly still, I'm sorry to say. Why oh why?

Maybe the shot would look a bit better with antialiasing on - now the contrast in the shadows is so big that the pixels are really brought up. And the angled structure mimicking rounded shapes is brought up too :/

:)
Your earlier shots have been absolutely fabulous. Too bad I don't have d3. 
Fric. 
WHAT WE NEED IS A SIGNAL... 
Still Plodding Away... 
Cool Shots 
http://www.maricscabinet.com/a2d.jpg

^^^ I would change the torch holding brushes on the wall to a different texture though. It doesn't look right the way they're using the same texture as the wall behind them. 
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.