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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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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. 
Oh 
sorry for the misunderstanding, i meant going over the *new* nodes limit.

i meant that fq will simply close when nodes are over 65k and aglq exhibits garbled bmodel geometry.

i'm actually a little curious about what plain 'nodes' are, and what creates them. if there's a way to reduce them like how clip brushes reduce clipnodes, that would be pretty sweet. 
Nodes... 
A node is a volume of space, and if it has children then those children are subdivisions of the parent space (divided by a plane). Starting with the entire world space, you keep subdividing until you get leafnodes, which have no children.

Each leafnode is either solid, water, slime, lava, sky, or empty. The non-solid ones are called "visleafs" and have a list of other leafnodes they can see (calculated by vis) and they have a list of marksurfaces contained by the leaf (to draw whenever the leaf is visible.) 
So... 
less complex geometry gives fewer nodes :)

Perhaps geometry being more axial would help too, more weird angles creates more unique planes i think. 
Hmm 
Make a slightly (or greatly) simplified version of the floor out of clip brushes and make all the trisoup malarkey func_illusionary/wall? 
Hmm 
Look pretty btw, lot more peaceful than you normally get in Quake 
More Rock 
necros, looking good is there anymore to see? A more panned out view? 
 
http://necros.quaddicted.com/temp/indoors1.jpg
here's an indoors shot.

i had originally planned to use the hipnotic white brick textures, but instead settled on q3 bricks instead (smblk3b3dim_wall but i've bleached them a bit in photoshop). the hipnotic cathedral bricks were way too clean. 
Necros... 
...for president 
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