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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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neg-kee
tron-yin 
Lod Experiment 
Experiment inspired by Sock's texture set and design for The Florentine Library at http://www.simonoc.com/

Trying to learn Gmax modeling. Made a few map models for torches (not very good). Down sampled a few models found on the web. Re-skinned a few. I think I have the modeling pipeline down as explained by Preach on his site.
As far as making a real Quake level out of it, vis time would be too long.
Recommend Fitzquake Mark V has .tga skins

Screenshot
http://www.quaketastic.com/upload/files/screen_shots/lod.jpg
Download
http://www.mediafire.com/download.php?e2m52lju85lldv5 
Mechtech 
Wow ! This map works (slow to load, though).

I didn't tried yet with the DMtoSP yet. Should be cool. 
 
Do this to make shadows cast from your torches if you want: http://mobile.sheridanc.on.ca/~jonescor/post.php?postID=5 
Thanks For The Link Necros 
I will use that in the future. I may try to make a version that can be vised, func_walls hidden shadow casting brushes. I'm just bummed out about the hatred vis gave my map.

Does anyone know of QC mod or maybe engine that allows setting a static models light level? Lighting from the floor can suck. 
 
There is no such thing. Model light level is handled by the engine. 
Experiment With Lod Level #2 
OK vis times are too much so this is what I tried. In Fitzquake with Quoth I loaded the level as a bsp model. Works looks good !!! ok just a model no collision no vis sealing. Next I took the level brushwork and reduced them down to simple geometry skip textured. Looks good, vis in minutes not days... loads but crashes engine :(

So next I had a pint seems better now 
Keys 
Got fed up looking at the crappy skin on the silver/gold keys and thought it would be cool if they got an upgrade. I used a smaller skin size (64x64) and still got more detail on to the model! :D

New and old Keys 
 
Very nice, proper uvmaps ftw. 
 
I think I would prefer it if the spikes on the key were blue too, but otherwise that's an excellent skin. :) 
Nice 
those are models I've hardly thought of in Quake, though a few mods have replaced them (The Demon King, if I remember correctly, and RMQ).

personally I'm fine with the ends of the spikes being brown, but I think the main part of the spikes should be blue - a gradient, like the key-prongs. 
PS 
I always thought of Tronyn in Daz's way (the y as an i).

My friend wanted to make a call that most people would have understood the pronunciation of if it had been called Nexius, but because of his spelling/pronunciation issues he called it Nexuiz, leading gamers to pronounce the title "Nex-whiz." lol. 
Lol, Damn, "make A Call" 
make a game / call a game - that seemed pretty ESL 
 
I like those keys :D

I pronouce Tronyn as "Tron-NiN". 
Keys V2 
Any better? Changed central spike area, showing gold version as well.

New Keys v2 
 
Oh yeah, much nicer! I shall enjoy opening many locked doors with those! :D 
Nice 
I like the way you've unwrapped the shaft of the key to get a hard edge on the highlight all the way along. 
Keys 
first, they look really great.

But second, there's some subtle but noticeable UV distortion on the skull face. Is it mapped to a quad or do the triangles extend to the tapered shape below the skull? If the latter, i would suggest adding and edge across the bottom of the square shape, so that the skull isn't distorted. 
 
it looks to me like the skull face is resting on a raised vertex, making it pop out a bit but looking distorted when viewed from a shallow angle. 
I Like The Raised Skull Face. 
 
Runes 
I can't believe the runes are all different skin sizes, I thought they would be consistent. I am sure preach will rolls his eyes at the skin setup for the runes. Here is my attempt to reduce the skin stretching and wacky skin size. Not much I can do to make them different otherwise they will lose they visual profile and not be quake runes anymore.

New Rune 1

Skin is 128x128, I did not realize they were such a high pixel density compared to other objects. Sort of got a paint method done for them, the next three should be a lot quicker.

@Silver/gold Keys, For some reason the polys on the front/back face were being distorted in the conversion process. Re-done the skull face and it looks much better. Thanks everyone for the feedback. 
Remapping 
I hope you mean rolling my eyes at the original, because I don't think there's a way to remap that any better really. You'd have to distort the front of the rune a lot or disconnect it, and there's no guarantee that either would produce something that looks acceptable. Thumbs up! 
Pixel Painting 
@Preach, I certainly mean't the original runes, their skins are crazy large, but game production is rarely about efficiency and usually about just getting stuff done to tight deadlines.

More Runes

I think the second rune has turned out good, it has a more interesting shape and the edge highlight painting across the top looks better. On to the next couple of runes and maybe some new one's. 
Sock. 
Those are very nice...
..
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NOW GO MAP
 
I concur, no one is ever going notice the texture is less stretched on the inside of a rune. Go map! 
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