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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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looks nicely dystopian, although the shadow/lighting of that white light above the stairs doesnt seem realistic 
Iron-paw`s D3 WIP 
Wow 
those screens look interesting and strange. weird colored world inside of doom3 universe. 
Yeah... 
nice to see people breaking out of the official style for a game that has such a strong style to begin with. Maybe we won't see a return of "quake 2 syndrome." 
 
Wrong Thread. 
 
Earlier 
this week, while bored and stuck in a hotel room I dug up an old model and worked it over in Blender. Nevermind the fucked dorsal connectors and any other obvious problems (for now :)), check out that ass!

http://mortisville.quakedev.com/playerd.jpg

Hours and hours of labor went into getting them to Latin streetwalking gigilo perfection. 
Awesome 
Love the goatee. Now export it for quake!
http://people.pwf.cam.ac.uk/~ajd70/mdlexport.py 
Preach 
Dead link => 404 not found :P 
Take 2 
Thanks Preach 
Unfortunately, I suck at animation, it is something I have to bite the bullet and learn to love. I'll likely start out with animating low level non humanoid monsters and weapon frames and work my way up to animating this guy.

At his high polies, I doubt if he is practical
for anything other than Dark Places and AquiRe's engines though. BTW, He still looks decent without the smoothing groups. I just use straight box modeling extension and subdivision and I don't mess with autosmoothing or sculpting because the underlying design can get really distorted with those tools.

Does your script also implant the UVmap in the model when it is converted to MDL? If so, you have saved me many, many hours of app wrangling :) 
UVs 
Yeah, it preserves UV maps correctly when it exports, which is the main reason you'd want to use it over, say, working with QMe to start making the mdl file. QMe is still very hand for tweaking the model afterwards though. One small warning that should come with the script is that the first frame of the model should have all separate segments of the model occupying distinct locations in space. Vertices that occupy the same point in both the uv map and first frame get merged, so with weird models you might end up with stuff joined where you don't want it. It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl. Of course, the vertex normals are compressed in quake, so it's not very noticeable, but it's there.

On the down side, animation exporting may be broken, I'm gonna check it out and try to post a fix once I work out what's going on... 
Wow 
It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl.

I can't wait to get a chance to experiment with it. If you'd like a fresh model to play around with feel free to do what you you want with this one (consider it under zlib, GPL's much more permissive sister),

http://mortisville.quakedev.com/wasp21.zip

It has 41 animations, and replaces the drone you can find on gamers.org with just a few tweaks (looks better shooting a nail than a laser), and a new skin. I originaly used three metal sheet designs for the wings, body and gun but scrapped it for being too so so looking. 
 
Now, I haven't mapped worth shit since I left Starbreeze, which was ages ago. But we've had people over every other month or so since last summer, to play some CS and CTF. So last time I decided I was going to build a map for us to play on. And so I did. Or, rather, it's in some kind of beta phase. It was horribly unbalanced towards the terror team until the CT's remembered to buy smoke grenades and then it swung a bit until the T's started retreating under fire and it's a long story... Nevermind.

If I learned anything during the development it's this. Making maps on your own sucks. I don't know how many of you team up and make them in pairs or something, but flying solo just drains your soul. It's all well and good to have your friend check it out, but he's a programmer and can't map his way out of a paper bag.

Anyway, here's some shots shot while shooting; http://grayheaven.net/starling/ 
 
er i didnt know people played cs:s... the shots look nice tho'! 
... 
You're obviously pretty detached from the gaming world if you're surprised people play CS inertia.

Looks nice anyways wrath, kinda feels like there are lots of wall posters/tags/etc though. 
Indoor Areas Are Great 
But the outdoor area feels a little cramped, maybe with more work on the skybox and non explorable areas around the outside can fix that and open it up a bit.

Agree with Bal about that decals too, maybe a few too many in areas. 
... 
I was talking about CS:S vs CS1.6. 
Nice Stuff. 
Does seem that the decals on the exterior (the crane one and other) look to large, as well. But yeah, I played CS:S briefly, once -- and decided HL2DM is much more fun ;D 
House Cleaning, Plumbing, Security Updates 
http://img249.imageshack.us/img249/4684/quake01ja4.jpg
http://img61.imageshack.us/img61/7434/quake02ib8.jpg
http://img140.imageshack.us/img140/9025/quake03sm1.jpg
http://img98.imageshack.us/img98/9791/quake04ml2.jpg
http://img441.imageshack.us/img441/2756/quake05mh6.jpg
http://img78.imageshack.us/img78/3050/quake06wd4.jpg
http://img78.imageshack.us/img78/4737/quake07za2.jpg
http://img442.imageshack.us/img442/372/quake08by0.jpg
http://img253.imageshack.us/img253/6760/quake09uj6.jpg

Map: e1_1m1 - Slipgate Complex 1.1
Quoth: No
Secrets: 9
Kills: 69

Faithful, conservative update of the classic
Less annoying and properly aligned textures (yay!)
More and upgraded monsters from pak1.pak
More secrets, items rebalanced
Cool new ways to get killed
Hopefully new ways to speedrun

To be continued :-D 
Little Dodge & Burn 
I fired up the Gimp about an hour ago: I felt like doing something evillairish, so I started with a dark grey that becomes the default highlight when I burn in some darker tones:

http://mortisville.quakedev.com/wallevil1.jpg

I notice I screwed up the alignment, leaving about half as much as I needed to work on the right hand side of the pic so I worked on a fix for it and added detail:

http://mortisville.quakedev.com/wallevil2.jpg

after getting what I considered satisfactory results, I worked on making it tileable, and then transfered it to Wally for some Quake brown love shellacking

http://mortisville.quakedev.com/evilwall6_1.jpg

It could use some directional lighting (only after I bake a normal map from it though) and more contrast if used for anything more than a diffuse texture. Other than that I'm happy with it. 
Golden Boy 
hm
I don't see the difference. There was a remake from vondur and czg. It was awesome. But here I don't see any changes in desing. Also there was Speedy who povided a different gameplay. But do you provide here?


btw i'm drunk, don't make take my opinino serious 
Yes 
I do.

The main changes are gameplay related which screenies are a decidedly bad way to demonstrate. However the retexturing alone makes a noticeable difference when you're actually inside the map. Providing you have time to look at the walls because the monster count and difficulty was upped.

It is _not_ a remake, rather an update. It's meant to retain the oldschool feel because I'm an avid lover of the Id maps. I have no intention of doing an ambitious reinterpretation like Vondur/Czg did (although I dig the map.)

I should have just posted a download link instead. That would answer most questions I guess.

I believe that most people will like it when it's ready, and when they compare this and e1m1rmx (and e1m1) side by side, they'll hopefully understand what I'm going for.

Right now it's perhaps 80% done. You want to take a look, I'll gladly email it. 
Did 
you change any brushwork? 
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