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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
File size limit is 128MB. |
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Wow
#3628 posted by PuLSaR on 2007/06/14 18:11:12
those screens look interesting and strange. weird colored world inside of doom3 universe.
Yeah...
#3629 posted by metlslime on 2007/06/14 20:36:06
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."
#3630 posted by inertia on 2007/06/15 02:22:42
Wrong Thread.
#3631 posted by metlslime on 2007/06/15 04:05:36
Earlier
#3632 posted by HeadThump on 2007/06/15 04:24:32
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
#3633 posted by Preach on 2007/06/15 11:41:52
Preach
#3634 posted by JPL on 2007/06/15 18:11:54
Dead link => 404 not found :P
Take 2
#3635 posted by Preach on 2007/06/15 18:26:59
Thanks Preach
#3636 posted by HeadThump on 2007/06/15 19:34:38
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
#3637 posted by Preach on 2007/06/15 21:30:20
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
#3638 posted by HeadThump on 2007/06/16 02:13:12
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.
#3639 posted by wrath on 2007/06/18 14:14:26
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/
#3640 posted by inertia on 2007/06/19 06:23:47
er i didnt know people played cs:s... the shots look nice tho'!
...
#3641 posted by bal on 2007/06/19 09:43:02
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
#3642 posted by DaZ on 2007/06/19 17:47:28
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.
...
#3643 posted by inertia on 2007/06/19 20:30:57
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
#3645 posted by golden_boy on 2007/06/21 20:12:01
Little Dodge & Burn
#3646 posted by HeadThump on 2007/06/30 09:46:39
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
#3647 posted by PuLSaR on 2007/07/01 22:00:58
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
#3648 posted by golden_boy on 2007/07/01 23:01:52
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
#3649 posted by inertia on 2007/07/02 02:01:46
you change any brushwork?
#3650 posted by golden_boy on 2007/07/02 17:28:04
Yes, but mostly under the hood. Off the top of my head:
- the changes required for retexturing (major part)
- supports/beams/etc get trimmed (see screenie 1)
- sticky-outy bits (lamps etc) get recessed into walls or erased
- ceiling details/lamps/light fixtures redone/added
- secret areas changed/added
- spawner rooms (a reason for going quoth)
- changed lots of small stuff, f.ex. bridge geometry, NG lift was made level with floor, some steps etc. changed to properly align floor textures, dropped some crates to put snipers on them / use them for secrets etc.
Not sure about the first slime pit yet, perhaps I'll make it bunnyable... I'll also probably make steps, rails etc. look nicer, they're pretty thick...
Mostly stuff underneath textures, a bit of obvious klunkiness and small-scale stuff. Otherwise monsters, items and lighting. There will be additions (moving/rotating) related to traps (and bobs!), but those aren't done yet (just roughly placed the traps.) Perhaps one whole area will only be guarded by such automatic security stuff.
Originally I wanted to not change any brushwork, but that turned out to be unrealistic. There's lots of work in there, but mostly it's not visually interesting. Gameplay wise, on skill 2, the map is *much* more busy than e1m1rmx/quoth. It just doesn't compare. It's more like TPOF.
I expect to do less retexturing in e1m2/3/4 but they will require a lot of effort to properly align all textures (the wall textures will be kept.) The fun will be introducing hell knights, adding monsters in general and expanding secrets there, plus more gloomy lighting. I have a few good ideas.
I expect not much retexturing/realigning to be done in e1m5/6/7/8 because their textures are more forgiving.
I might add a handful of quoth monsters (really not too many) and using the spawner functions from that will save lots of work.
State of the project is e1m1 80%, e1m2 is leak-fixed, made compilable and started to add monsters, e1m3/4 are next on the list. As I said the major part of the work is in those first 4 maps. I have a good idea of how to proceed and where the problems are. (.plan)
I'm pretty much doing this for myself, that's why I didn't start some kind of team. I also saw that others wanted to do more of a true remake, like e1m1rmx and that's not what I intend to do. I just want to clean stuff up visually and bring the gameplay up to spec. E1M1 has like 20 grunts and some dogs on hard (!) and that's really a bit like a sightseeing tour for 65-year-olds, except the texturing sucks...
...so...
Well
#3651 posted by ijed on 2007/07/02 21:44:24
I've started another remake of ep3, much like tpof, which actually was changed quite a bit - completely new geometry, although the small original size allowed me to get it thrown together fairly quickly.
Though I reckon (and I'm not alone) that it suffered for that.
I'll be going through the whole of ep3 map by map, rebuilding everything and adding Quoth monsters as well as changing stuff a bit. Eg; I just realised a made a big mistake in warp, recommending the Nehahra engine and not using its transprency features. Bah.
Anyhow, this is the sort of thing that would be gauranteed to fail as a group project since its more for fun, though still fairly involved.
golden_boy, I'm changing stuff quite a bit in some cases, so it's probably not what you're aiming for. I'll also be stop-starting on this, so who knows how long it'll take.
Just letting you know.
Ijed
#3652 posted by golden_boy on 2007/07/03 23:07:33
That sounds cool.
Perhaps once both projects are finished (loooong time) we could make a new start map to link them together. I'd be up for that. Others could do ep. 2 and 4.
Another idea I had recently is to take the normal start map, and add additional hidden slipgates.
You say rebuilding everything, so I understand you don't use the GPL source? Or are you deleting parts of the original brushwork and substituting your own instead?
You're right on everything else.
-> good luck
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