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
Czg 
I can also look at Q2 rock textures, as I have the wad file at home as well ;) 
I Have The Wad File At Home As Well ;) 
I have the wad file at home as well ;) 
Here's A Tank: 
 
lol 
Orbs 
Are the new crates. 
Oops... 
...getting ahead of myself there :) Hex One indeed. I sure hope NotRay is doing some work on Hex Two.

Anyhoo, I'll shoot it through to you tomorrow JPL. Along with some others that might suit. 
Distrans 
Thanks a lot, I''l look forward patiently to your mail... you rock ! 
JPL 
I like the way you use minlight and sunlight to light your map. 
About Tanks Prefabs 
Well, I checked the textures placement of the tanks, and unfortunately, they are completely misaligned, so I have to re-texture both of them completely: it sucks...
hhhmmm, at this point I'm able to rebuild them properly (grid aligned) and also to use HL texture set only....
wait and see

Oh, and Ricky, FYI: sunlight equals 150, and minlight equals 25... ;) 
Hmm 
Do you mean the prefabs aldreadt had misalligned textures?

If you just mean the allignment got screwed up when you were positioning them I would just like to say that I had many problems like that in Worldcraft 1.6 but in 3.3 it is all fixed!!

Anyone who is thinking of upgrading to 3.3 ( with the Quakeadapter) I would highly recommend it.

Or am I the only person who was still using 1.6? 
Well... I Am Not Sure... 
The tank prefab I used comes from an HL prefab library, and I guess textures alignment has not exactly the same format in HL .map compared to quake .map.. (not sure...) . so either it was already completely crappy, either the .map import failed somewhere (I'm more "confident" with this possibility)

So now the story is, how much time will I need to realign to grid all polygon corners, and then retexture it properly

Also, when I said I'd like to use HL texture set only it was not only for the tanks, but also globally for the all map.... as I did for SRC and Five Rivers Land that use Doom3 texture set...

I'll see later if it fits or not ;) 
Often If All Textures Are Slightly Misaligned 
you can take off texture lock and move the whole object/assortment of brushes so they match, instead of moving all the textures, which is much more tedious. Then put texture lock on and put the object where you wanted it. But everybody probably knew this trick. 
Bambuz 
It is not enough as some textures have also rotated: don't ask me, I don't know why...
Anyway, I will have some nice tank prefabs at the end: this is the most important ;) 
Tank 
 
sexyyyyyyyyyyyyyyyyyyyyyyyyyyyy 
Jpl 
you might have more luck if you did your tank as a model (mdl) and then just make it nonsolid and use clip brushes to block out the basic shape so the player can walk on it.

mdl can be a lot more detailed, texture alignment isn't a problem, and it won't affect qbsp or vis. only thing is light, as it won't cast or receive shadows.

but with mdl, you could even make it move around and stuff (like if you had some in the distance or something). 
Supertank 
is cool.

P.S. there are a couple of Q2 textures that could pass for tank/catepillar treads. Maybe you could try those. 
Wow 
tank is true! 
Supertank Is Badass 
I propose that we only map tanks from now on. 
WoW 
Really nice indeed ! 
Now That's A Quake Tank 
 
Yeah 
Just as a reminder: SM138. 
MATSP3 - Q1 Sp Level 
vehicle made from brushes - 1st try to make a texture (that part with logo) and I have to align it better in photoshop and add rest of the parts...

http://level-design.org/flyer.jpg

and a part of the map with details (roof have to many brushes - it have to be changed :()

http://seir.level-design.org/portfolio/matsp3.jpg 
Looks Muted 
but that could be good once the lighting is in! Hope it won't be too open in the final version.
The rocks look quite cool too, some nice environments to move around in and kill monsters, with all the passages, ramps and columns etc... that could possibly work in multiplayer too. 
Very Brown 
But looks quite nice - the second shot is an internal?

Looks Q2 style as well. Maybe try using some (subtle) coloured lights to offset the texture set - yellows and reds. 
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.