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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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Vore 
I think it could make a subtle suggestion of female anatomy, yes. If people notice, it adds an even more twisted look. So far is looking great.

I saw Fifth's shambler video. Its movements are so well done, so smooth, it's impossible not to wait for all other monsters' revamp. 
Mankrip 
Man, this is some wicked render! Retroquad (I still love "Retrowheel", but anyway) is gonna be outstanding. 
P.S.: 
it's very clear now that you're not reinventing the wheel: this and other screenshots show what you're trying to achieve and it looks very unique. 
Agreed With Metlslime And Adib 
I always got a feminine vibe from the vore monster.

I think subtle suggestions would enhance the model but nothing further than that in my opinion. 
 
You guys hang out with the wrong women. I never got the "vore is a girl" thing :/ 
 
you haven't met my ex. 
 
According to the Quake manual, the vore is male!
I concur with metl's statement. 
 
Oh god this is the new "Fiends have eyes" / "Shamblers have fur", isn't it? :( 
Vores Have Penises! 
You know, it's� "there". You know� 
Vormits Have Balls! 
Hands up for skiffy! 
 
Vore idle confirmed 
Nice Vormit Jugs. 
Both of you, unbridled geniuses. 
Fiend Has Eyes 
Awesome vore! Tho I'm also not a big fan of humanisation of creatures from another realm. It should be more unhuman that human.

Madfox: this is so great! You made my day! 
 
The fiend has boobs too... boobs on everything! hooray!

Seriously though, the fiend has eyes, the shambler has fur and the vore is a girl... just the facts people. 
 
mankrip: whoa awesome

"with zero lack of any sort of anatomy" <- i like that! 
Elder Boobed Creatures 
If vore has 3 legs it may have 3 boobs. Fiends may have boobs on the back (with eyes). 
 
I hope Skiffy takes the negativity with a pinch of salt. Because this forum has some of the worst trolls, even worse than youtube. 
 
uh no what? 
 
To be honest I kinda want Skiffy to give it a couple of big pendulous dairy cannons now just to mess with us. 
Plug 
in your juggling vormit. 
I Am Thick Skinned :P 
I'm just going to finish the skin and animations and then see if you guys are still on the fence hehe. 
Color & Brightness Correction + Light Dithering 
Here's a more complete set of comparisons.

All these images are 8-bit color data rendered via software in a 8-bit color mode using the vanilla Quake palette. Without colored lighting, and without texture filtering.

Lightmaps are rendered using a separate surface cache, which is combined with the texture in realtime.

The lighting has four steps of dithering applied to it now. Each dithering step is done on a different step of the rendering, so they're actually multiple different approaches to fix different aspects of the vanilla software renderer's limitations.

These comparisons are extreme cases, which are quite common for completely custom textures in maps designed without the original software renderer in mind. The better the texture & palette combination is, the smoother the resulting image will be, with the color differences being more subtle. I already have a method for generating an optimal palette from 24-bit images, so a game made from the ground up for this engine should look significantly smoother than this.

I've still got to propagate these color corrected lighting modifications to the rest of the renderer (water, skies, and sprites first; MDL model rendering needs a complete update). Afterwards, I'll start preparing some completely custom content for a demo.

No correction, no dithering. Exactly the same as vanilla Quake:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOff.png

No correction, but with 3-step lighting dithering:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

Color & brightness correction enabled, but dithering disabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOff.png

Both correction & dithering enabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOn.png

Other comparisons:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOn.png

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOn.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png 
 
I prefer this one....

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

the other corrected version looks less vibrant 
 
The other shots look much nicer though :) 
 
The bathroom floor render is killer. 
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