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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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On It's 501th Way... 
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.

Here some pix from "UnderGround"
http://members.home.nl/gimli/Quake02.jpg
http://members.home.nl/gimli/Quake03.jpg 
aguirRe: can I have your script ?

madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)

Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front 
Let's See Here 
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that. 
If It Wasn't Obvious 
that was a question that I need a confirmation on before sending anything. Mapist, who are you? 
 
yes, Mapist is Speedy 
Scrshts 
Eggman 
The grate texture on the curved catwalk looks sloppy. You should fix that. 
Pushplay 
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated. 
Robotnik 
Aliasing's a bitch. 
Heh 
you could do some funky trickjumps off the rocks if they are not clipped off. 
Grate Flooring 
nopicmip and nomipmaps (iirc) in the shader may help. 
Eggs 
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though. 
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived. 
Eggman 
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.

nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10. 
Tx For The Help M8 
So Maj, I would change the 'alphafunc GE128' stage to 'blendfunc GE128'??

textures/base_floor/proto_grate4
{
surfaceparm metalsteps
surfaceparm trans
surfaceparm nonsolid //Tim's fuckage
cull none
nopicmip

// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
{
map textures/base_floor/proto_grate4.tga
//tcMod scale 2 2
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
Hey 
green crystal shader

Make some green crystals out of brushes. Make a whole bunch. R_speeds be damned. 
Off The Top Of Me Head... 
The first stage should be:

{
map textures/base_floor/proto_grate4.t...
blendfunc blend
rgbgen vertex
}


And the second stage would have to be removed, cos you can't combine lightmaps with alphablending (except in some rare cases).

I haven't written any shaders for yonks though so take that all with salt... 
Eggman 
For the rocks, to make them look much less bland (and tiley for that matter) switch to a two-stage rock shader, and scale the two rock textures differently. Something like:

textures/yourmap/rock
{
q3map_nonplanar
q3map_shadeangle 89
{
map $lightmap
rgbGen identity
}
{
map textures/yourmap/rock.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcMod scale 1.2 1.2
}
{
map textures/pjw3dm6/rock2.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbGen identity
tcMod scale 0.7 0.7
}
}

Looking good. :) 
Whoops 
missed the second "pjw3dm6". Heh. 
 
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P 
Listen To Pjw 
his rocks always look really cool (I liked pjw3dm3 rocks the best). 
... 
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k 
PH8DM1 
Phait 
looks good, but you have too many different wall panelings going on. 
 
Think that blue wall would be distracting?
Here's a bigger/better shot:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.jpg 
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