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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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Uh 
I don't see the glass, only sand in a very dark corner.

But yes, my tech map makes use of alpha for lots of things such as glass. 
Better Shot Here I Hope... 
Imgur seems to have really destroyed that other shot. This one its easier to see the glass in. Never sure how dark things are going to be...

http://imgur.com/5stxjNF 
@-Redfield 
If you post screenshots, it's good to know to tune up the gamma 200%.
It's hard to keep up with the thin blue gamma colour.
Nice done!

I was working at something simmilar static entity.
And statics have no transparents.
sandbox
Thanks Madfox 
Now I see it. Subtle but well done I think. 
Madfox 
Thanks for the tip. I like how easy Imgur works but I'm not to happy with the way screens look on there. I increased the brightness and made the alpha higher in the second screen.

Your model looks really cool too. You are certainly the master of Quake modelling. I would like to learn some modelling after I finish my current map, but it seems very challenging. 
High Performance Rain 
shader/brush rain

An alternative to DP's rain that has virtually zero impact on performance, even with very, very low-end hardware.

Next is snow, which will be a little more tricky. 
 
isn't there a fillrate cost in areas with long sight lines? 
I Can't Answer That Question 
I'm certain it *technically* has a performance impact, but in my tests (so far) it isn't appreciable. 
Snow! 
let it snow

This turned out much better than I expected; however, there are a few issues: 1. when viewed from certain angles a pattern is noticeable, but this can be fixed by using more than one snow texture and varying the texture alignment, and 2. the brushes move in unison. It would be nice to make one set of bushes begin their move while the other set is in the middle of its own. I don't think there is a way to time delay deformvertexes purely shader-side. It's not a super big deal as you have to sit still and really look to notice it.

After reflecting on what metl said about line of sight, I figure you probably don't want to fill massive open areas with rain/snow. But, I think if you correctly hint/optimize your map there shouldn't be an issue. Compared to particle rain/snow, this method is worlds apart in terms of performance.

Also, in the video the framerate dips because of the recording software, it's normally pegged at 1k. 
Nice, KP! 
2. the brushes move in unison.
You could use your fix from point 1 to prevent this, using duplicates of the same textures with their order shifted. 
Nice, KP! 
Looking good. 
Killpixel 
Nice! Use ash instead of snow =) 
Ooh 
Where's the download-it-now! button? :) 
I Like These Weather Effects 
Very cool stuff :) 
Amazing! 
 
Thanks All 
@mugwump - that won't do it, unfortunately. I'm speaking of the deformvertexes parameter in the shader. I use "move" to make the brushes appear to sway to and fro in a sine wave motion. The lame part is that the shader is executed globally at the same time at map load so all brushes reach the end of the move and change direction in unison. Offsetting half of the shaders so that they begin their move while the others are in the middle of their own would be preferable.

Use ash instead of snow =)

hmmm... 
Huzzah! 
figured out the "deformvertexes happening in unison" issue. "phase" is what I was look for. snow is awesome now :D 
Madfox! Come At Me, Bro! 
I prepared test statue.
Works in vanilla.
Light is not exactly right on the 2nd screenshot, but I just have put it into some simple scene, to see if it works.

Statue - QME
Statue - WinQuake

1v1 me Muk style! 
 
That statue looks really nice :O any plans to release it anywhere? 
Oh Dear.... 
8-0 
Excellent 
kreathor, maybe the grey skin could be more weathered.
Resolution is good. Made it yourselve or converted?

blade
of
grass 
 
1) some 3D scan (photogrammetry);
2) Retopo;
3) UV Unwraping;
3) Baking AO;
4) Baking color;
5) Mixing textures;
6) Indexing and adjusting;

Voilà! Quake statue :D

Retopology consumes most of the time in this case.

I have to try add more weathering in Substance Painter.
Now when I have a pipeline, I'll create some stuff from scratch :)

That statue looks really nice :O any plans to release it anywhere?
Yes I will release it. I want to create a statue pack, with few different cemetery statues/sculptures, but first I would like to use some in Episode Jam :) 
 
statue pack
Hmmm, cool idea. Any Cthulhu statue in that pack, by any chance? I could use it on a future project. 
 
Any Cthulhu statue in that pack, by any chance?

Depends on how much time I'll find for this :) 
Fingers Crossed! 
I won't be needing it before months, though, years maybe, so there's plenty of time. I have this long term goal of making a full-on lovecraftian episode but I want to finish my other mapping projects first. And I currently have little to no time for mapping. 
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