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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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Heh, If You Keep Spinning It To The Right It Gradually Zooms In. 
 
RickyT 
It just happened when I watched Discovery Channel. Suddenly there was this dot of paper with a hand. Then the hand drew back and left an origami elephant of the paper.

It was just a second or two, but I couldn't get it out of my head.
Then I found Pepakura, a chinese site to turn dxf models into a flat paper match.
So I decided to make one of my models, and of course it went wrong. Untill my next attempts.

The Java applet comes with PhotoVista, a program to make 3D scenes of your house and show objects. I already tried some Quake maps which gives a Atlantis-like feeling. Pity the java plugin needs credit.

Here's an example of the monster:
http://members.home.nl/gimli/gimli08.htm

and here's a gif of the file:
http://members.home.nl/gimli/steg.gif 
Basepack Map Status 
Still quite a lot to do but the end is in sight. This got a bit out of hand and has turned out a much bigger map than I wanted to make initially. It's about 8200 brushes at the moment. All the major areas are now in but there is still a bit more detail and tweaking that needs doing before I sort out all the gameplay, which is currently in a really early state.

http://than.quaddicted.com/files/thanbase_prebeta.jpg

Note there are a lot of funcs that are added for detail that are not visible in the shot, so some areas look rather empty. They are not, I assure you.

No proper shots for now, but here is an overview of the level. There are a couple of old shots on my temporary site here: http://than.quaddicted.com/ 
Than 
That looks really smart! Hurry up and finish! 
And While Your At It 
ASP3 looks great too :)

Halt your life please and finish it for us, you owe it!! :) 
Than 
It looks indeed very big ! Nice work: now go map and finish it please ;) 
 
/me loves than :) 
Mase Back Pathos 
I will get bastardmap status anyway than 
 
(it really is quite remarkable isnt it ^^ ! ) 
Than 
Rad shot dude. Can't exactly get the full flavour but it's a cool way to present it. And of course we trust your mad skillz :) 
Screenies At Bottom Of This Thread 
Tech Proto 
http://www.speeds.quaddicted.com/dp000011.jpg

exported meshes from MAX, blended terrain, foghull culling. ~30k tris onscreen 
 
 
Oh hey, that's a neat map idea! Very cool! 
 
So I think I've finally found a method of mesh deconstruction that looks like it might work in the end. It's almost there. I've tried a lot of different things and finally have this much working at least:

http://wantonhubris.com/blog/wp-content/uploads/2008/05/deconstructionexample.png

It's getting there. It messes up on complicated meshes still but I'm working on it!

http://wantonhubris.com/blog/2008/05/26/oh-so-close/ 
Cool But 
why not mod the compilers to support meshes?
qbsp is the main problem, not the editors 
Willem 
I can't find the source anywhere on your site, did you forget to upload it? 
 
Speeds

I tried that. It's harder that it appears to get QBSP to accept meshes. For me, anyway. It really, really, really wants convex shapes.

inertia

http://wantonhubris.com/ToolSrc/

It doesn't have my latest QBSP, however. Once I figure out what I'm going to do there I'll upload it as well. 
Willem 
I mean the source of ToeTag. 
So... 
How long until I'll be able to use UE3, export my level as OBJ, import into ToeTag, compile and play it in Q1?

:) 
 
inertia

Ahh, no, not yet. I'm not sure when would be the best time to do that. I might set it up as a download once the 2.0 release is done (which is the one I'm working on now). Maybe in a few months.


Scampie

I hate you. :) 
Unspeakable Horror 
What The Hell Is That Suppose To Be ^^^ 
Firefox rejects it.

It's just a load of jibberish weird characters?!?! 
Judging By 
the url containing "session=" and nothing else, methinks speedy copy-pasted the wrong link 
<- Uses Telepathic Force 
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