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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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r_lightmap 1 in quakespasm/fitzquake 
Cool, Thanks, Scampie! 
Also, PuLSaR, I think that looks great, vertex issues or not. 
Mankrip 
That is cool, i love the transparent transition to lava somehow. 
Kinda Made It Better 
splited those brushes in 2 triagle shaped.

how it looks from previous screenshot spot:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0016.png

it seems like those gaps are gone.

what it actually looks like:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0017.png
https://dl.dropboxusercontent.com/u/32711504/mark_v_0018.png

also it produces tons of spam in compile log :/ 
Just Listen To What Necros Said 
Snapping vertices to integers will not fix it. You need to ensure that the planes line up. The vertices depend on the planes and not vice versa. 
PuLSaR 
That's great! Gapless surfaces are one of my recent topics of interest, due to their influence on features like Phong shading. 
Pulsar 
As I said before, you guys do magic with these textures. =~) 
Okay I've Had Enough. 
This whole recent "I love Quake even though it's shit ugly and unplayable, thank god you guys can polish this old turd!" meme has gone past getting on my nerves and now it's just plain fucking annoying. 
Enough Already? 
http://i.imgur.com/ZS8lJ47.png
You should see how funny not rotating bboxes from monsters react to round brushwork. 
That's A Valid Opinion 
And this is why improvements should be optional. It's good to keep a foot on the ground and not forget what the game's design is really like. Otherwise, it may lose its personality. 
Pulsar 
one last thing you can try is to stretch the brush out so that the faces overlap. this will let qbsp knit things together without gaps. it won't be pretty in the editor, but it should be fine in game. 
 
Released final version of that map I was working on. Thanks again for the help. I'm always lurking here if I have anything helpful to add to anyone I'll try to post more often.


http://www.mediafire.com/download/bdoqbovbl28849i/shifter.zip

http://www.quakeworld.nu/forum/topic/6700 
Foogs 
Had fun playing against a Reaperbot in Fitzquake Mark V and Quakespasm.

In Fitzquake Mark V I get stuck at that upper ledge when teleported from LG + YA + RL site. That doesn't happen in Quakespasm. Probably not in EzQuake, or it would be fixed already.

It's a beautiful level. Really good textures, nice lighting, good navigation. The old Reaperbot mastered the level, easily going everywhere.

Great job, man. 
Lava Exhaust? 
 
that's awesome. 
Mmm Lovely 
lava ice cream 
 
i want eat 
Would Like Some Minor Trim Along Those Rubicon Walkways 
but that's just nitpicking I guess?
looks cool, particularly since it looks like there is a dense knot of hyperdetailed corridors within that structure. 
 
lol. Level name found: Lava ice cream maker. 
Doom 4 The Way 1996's ID Would Have Done It 
 
 
Not Quake but what-ev ... Kind of has a similar vibe. :P These are progress shots of a set of meshes I'm working on for the Unreal Marketplace ... and Unity ...

It's almost done. Just gotta grind through a bunch of tech details and such ...

This is standard game dev stuff. Lots of little pieces bashed together to create an environment.

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_K.png

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_L.png

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_M.png 
 
Looks Pretty Sweet 
I think I'm right in believing that this kind of soft-edged, "cartoony" design has been closer to your forte than the usual realistic gloom? :) 
 
It does seem to be what comes out when I start making stuff. 
Pretty 
is this for a particular project or just for fun? 
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