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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
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Viktor Antonov
#3200 posted by bear on 2006/08/31 05:44:16
Some pics for us without the book: http://www.vulkanbros.com/
The 2 Latest Screenshots...
#3201 posted by JPL on 2006/08/31 12:47:53
... of my current project that uses Doom3 texture sets I presented during QExpo (it is the same map btw)
http://lambert.jeanphilippe.free.fr/Screenshots/BTH1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/BTH2.JPG
What do you think ? Would it be suitable for the Xmas Base Pack ?
JPL
#3202 posted by DaZ on 2006/08/31 14:21:36
wow you have come a long way since your 1st map!
The doom 3 textures actually look ok in Quake 1, you seem to have done a good job on the conversion.
I like the 1st screenshot, very dark and atmospheric, 2nd is ok but is too bright imo.
Looks Good
#3203 posted by Drew on 2006/08/31 21:11:32
I want it. I think that it would work fine in the base pack - but I have no swaying power over the internet. at least not with adults...
sm theme suggestion - jailbait.
FYI
#3204 posted by JPL on 2006/09/01 03:17:28
In first screenshots, there is flickering light in "cage" above the stairs... it is not so dark in fact...
Anyway, thanks for the comments ;P
In My Opinion
#3205 posted by Spirit on 2006/09/01 03:38:58
The ceiling texture on the second shot looks very bad. The rest is very nice!
DaZ - Sarcasm?
#3206 posted by gone on 2006/09/01 07:03:13
I cant see much at all on 1st pic
2nd is OK, dark still
d3 tex look all wrong
ceiling/floor in particular
Phait
#3207 posted by Lunaran on 2006/09/02 20:32:33
that QT pano is pretty shibby. :)
Although, the shot wasn't 360� - it only goes through about 210�, so it technically shouldn't wrap.
and, JPL -
why are all those textures lit from underneath? are they upside down?
uh ... you didn't make them that way, did you? The green channel of a normal map goes from black for up-facing to white for down-facing ...
Lunaran...
#3208 posted by JPL on 2006/09/03 05:37:35
No, they are not upside down... I just "missed" the darkness / light position. Thanks for the comments.
JPL
i really like the doom3 textures. i hope more people use them in Q1 maps.
Underworldfan / Lunaran
#3210 posted by JPL on 2006/09/06 01:33:40
UWF: I'm currently working on a map that use Doom3 texture only... It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later) and I still have a lot of work before finishing the map, so you'll also have to wait some months I guess, before reviewing the map ;P
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones... I'm aware it limits texture placement vs light position, but I think it is manageable with some creativity.. Globally it comes from the 3D-FX files from original Doom3 texture set I used to create the relief effect: I used some grey conversion and brightness/contrast modifications in order to give more relief to the final texture, using transparent overlapping... maybe too much...
Umm
#3211 posted by bambuz on 2006/09/06 08:49:44
~all q1 textures have preimplemented light directions, since there's no bumpmapping in q1.
You just have to make sure it's top-down.
JPL
#3212 posted by HeadThump on 2006/09/06 12:12:53
sounds intriguing,
.. It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later)
Given the size of the Doom3 levels you may be able to fit an entire remake in one map!
HT
#3213 posted by JPL on 2006/09/06 22:58:08
I didn't say it will be a signal map... ;)
Which Is Good, Cause It Wouldn't Have Made Sense...
#3214 posted by Drew on 2006/09/07 20:26:15
Quake "Portal"?
#3215 posted by . on 2006/09/08 04:14:38
As I was about to go to sleep I got this idea and I had to get up and do attempt it :)
Unfortunately, it's rather dissapointing! Here's a 2.6MB video, right-click and save-as, else it might just appear as gibberish in your browser:
http://www.faqtion.org/crap/qportal.wmv
I figured, to make a portal where you see into the other room ala Prey, but not exactly like it... just similar - you could screenshot the destination room, and make this a texture. Then, add that to a .WAD and name it something like *portal1 - this way, it'd appear wavy like the teleport texture, yet you'd clearly see it was your destination room.
Well unfortunately it seems you can't scale the teleport texture, I tried. The result is ugly tiling, and a less convincing view of your destination. So I just mirrored a vertically-reverse image of the screenshot (512x512 texture), and tried that - but that's silly, too.
Ah well. If you could scale tele textures, though - you could just "crop" or "zoom" to where you wouldn't see the tiling, yet still get a glimpse of where you're about to go to.
Yeah
#3216 posted by tron on 2006/09/08 04:19:47
I tried that in an old map and could never get it to work well
Or
#3217 posted by Ankh on 2006/09/08 04:49:44
you could also copy the whole architecture around teleport destination and place it behind the teleporter if there was enough room for it (and if r_speeds allow). This could look very realistic. There would still be a problem with monsters and items though.
Well
#3218 posted by R.P.G. on 2006/09/08 09:34:19
Could you make the warping less obvious if you took the screenshot using FishEyeQuake?
Scaling Water Textures
#3219 posted by Preach on 2006/09/08 11:09:35
You can scale water textures, but the main problem you'll encounter is that all water textures are resized to 64x64 before you factor in the scale factor of the texture. So a 256x256 texture is first scaled 4 times smaller before it is transformed. If you use a 64x64 texture and stretch that to fit the surface, then replace the texture with *portal without changing the scale factors.
You still can't translate a water texture like this, which is a bit of a pain. The final problem is that the warping gets much more excessive when you scale water textures, but it's worth having a look to see if it's worth doing.
NB: I tried this out using a func_wall for the water brush, I don't think it should affect rendering, but try that if it doesn't work otherwise.
You Could Use
#3220 posted by HeadThump on 2006/09/08 11:16:26
animated (+) textures instead. Switch the opacity levels of the same image between frames. Results could be interesting. Good Going on the concept.
JPL
#3221 posted by Lunaran on 2006/09/08 11:51:54
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones...
No no no. Look, uh, how did you do the conversion exactly?
Portals
#3222 posted by . on 2006/09/08 12:49:52
Hadn't thought about using animated texes - a bit more work, but would be better, yes.
I took the screenshots for the portal texes using Panoramic Quake, actually.
Also, the issue with actually constructing brushwork behind it is - you would only be able to build portals into/against walls - and at that point, it would probably just appear like a fancy door or entryway. But if you use it with a texture, you can place the portal almost anywhere and make it funky like portals are.
Lunaran
#3223 posted by JPL on 2006/09/09 07:52:56
Oh, you wanted to know how I converted the Doom3 hi-res textures into Quake wad format ?
OK, I'm not used with hi-res textures "naming", nevertheless I will try to give you the method I used.
First, I noticed each textures are composed by a set of tga files: there are
- the normal file that is the texture in itself: no shadow, no relief, only a flat colored image
- the 3D-fx file, that is completly blue, and I guess it is used for relief rendering in game
- some others that are completly black or white (what is the use I don't know), but I didn't use them
- some contain only 'lights' (on a full black background)
Well, let's start:
Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture
The use this file and make a full overlap with the normal using transparency (set relief file transparency up to 65%)
Now take the resulting file and adjust brightness, contrast: this part is really not easy, because it depends of the rendering you want to obtain. This is the hi-res converted texture file.
If you have lights (fullbrights pixels actually), now you have to select the light part only and overlap this with the hi-res converted texture, with no transparency, on the exact point it has to be located.
Make some bluring around the lights part in order to avoid visible pixel break on the texture..
Well, it is almost done: now you just have to reduce the siwe by 2, and convert it to the Quake Palette, and load it in a wad file...
there are also some tricky things when you have several part of the texture in different files: more overlaping manipulations are required.
BTW, it is very difficult to find an automatic scripts to do the job on a full set like Doom3 texture set....
I hope it was clear ;P
Heh
#3224 posted by tron on 2006/09/09 20:45:54
It would be clearer if you didn't pick a silly naming convention.
For example, the map you refer to as the 3d-fx texture is actually usually called the normal map, while what you called the normal map is the diffuse. :D
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