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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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#4 is awesome, man! Love the look of that area. 
 
Building materials get lighter as they progress upwards to make it feel more structural.

this is something i never really think about when mapping. thanks, i think i'll see about trying to incorporate this kind of attention to detail. 
 
 
Looks great 
Big Machine !!! 
Nice ! 
Haha! 
thats great. I have some photos of that machine, its epic! =) 
Hmm 
Heh, I remember that thing... 
Cogs Are Turning In My Head 
Hmm 
I'm assuming that's a static mesh, making those teeth out of brushes would be madness... 
 
Killer! Cogs are the new crates. And I LOVE it. 
Yay Cogs! 
I don't really like the texture on the cogs. It looks very grainy and blurred. Maybe something with less structure (or higher resolution) would look better. Also since they are functioning, I'd make the parts where the teeth touch a different, slightly less rusty texture. 
Cog Madness 
The cogs are created from brushwork and on the grid as well ;) Here is the source file if you want to check them out or used in Q1 projects.

http://www.simonoc.com/files/misc/cogs_source.zip

Spirit, yeah the texture is not too good but I did not want to get too distracted with texture choices. 
 
Well, the MAP file is most definitely not a Quake1 MAP file so you'll need to convert it first. 
Q3 Map File 
The map file contains mostly brushes and some patches but I imagine someone here will know how to convert it to Q1. The file I have uploaded is in native Q3 format, sorry if that was confusing. 
 
It's cool, I was just making sure that people knew it wasn't native Quake1 format. It crashed my editor when I tried to load it. :P Which says more about my editor than anything else, really... 
Thanks Sock! 
Which is easily done with a texteditor and a bit of patience.
Quick and dirty, single texture, some broken brush: http://pastebin.com/m5ad77ed6

I think they might be too detailed for poor old Quake though. 
 
Converting I mean. You just have to change the texture bits (I guess, the stuff behind the faces) and of course remove the patches. 
Hmm 
Surely you can just run it through mapconv? 
This Is What I Got 
after loading an original src file in the hammer editor
http://img33.imageshack.us/img33/8534/cogs.jpg 
Sleepwalkr's Java Map Converter 
had to poke around a bit to find it, but it's here:

http://ftp.heanet.ie/disk1/sourceforge/i/in/industri/mapcon_java.zip

Works for me from the OS X commandline. Converts q2/q3 to q1 map format and back again, adds or removes texture paths, etc. Quite a useful tool at times. 
Now 
THAT is badass.

i love a good cog setup ^_^ 
Good Work! 
Spirit! Looks Great. 
Trisoup Soup 
http://necros.quaddicted.com/temp/outdoors1.jpg

aiming for 50/50 terrain and structures but trisouping seems to eat up more clipnodes/nodes and such. :(

also, if you go over nodes, it causes seriously bad stuff to happen in aglq, and fitzquake just closes without even bothering to yell at you. 
Btw 
skybox is hipshot's 'stormydays' 
Necros: 
care to send me the map? I thought i supported excessive nodes (of course, i also thought aguirre supported them, since otherwise what's the point of adding it to his Qbsp ports?) Does darkplaces crash too?

Only thing i can think of is nodes + leafs > 65535 wouldn't work at all, but then, i assume the compiler wouldn't build a bsp in that case. 
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