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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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Note that "_shadow" "-1" only works if the map is compiled with tyrqbsp_ericw 0.15.10 unfortunately. 
Smooth Pillars 
@negke - Yup, I posted this over to the tyrutils thread and ericw and Spike helped me out with this lighting anomaly. I have the new 0.15.10 and it seemed the breakable was being lit differently than the detail pillar because of the way the phong shading was applied.

Because the pillar cracks in half at an angle the pillar end is not flat and apparently this made the phong shading act wonky. But by reducing the_phong_angle to about 45 the shading smooths out and the func_breakable and pillar are lit better. The strange effect is still there, but almost impossible to notice. Smooth like... a woman's legs. The only way I could get the pillar and breakable to light exactly the same was take off phong shading completely, but that is not desirable.

I will point out that I had some other little breakables on the pillars that were strangely shaped, very thin slices, that would break off like Hollywood squibs in a matrix scene. I could not get these to light correctly at all, even with adjustments to _phong_angle. I'm not sure what can be done, but I suggest keeping breakables on 12 sided pillars as simple large chunks with a flat end.

Redfield 
This One Will Be Interesting To Animate... 
started this guy last night

quick mockup sculpt before committing

modeling is slowly getting easier. maybe someday it will actually be fun :/ 
@killpixel 
Niiice. Alreading looking great at this early stage. 
Quake 2-stuff Is Here 
Observe it on Twitter:

https://twitter.com/Colonthreee/status/897266449563099136

It's the chronologically last map of my upcoming Quake 2 singleplayer-unit btw. 
Killpixel 
Looks like a good base file!
Somehow gives me an Archville character.

If you want it animated, give me hint. 
Thanks For The Kind Words :D 
started another one this morning:

heretic sculpt

original doodle from days long past

original sprite mockup

after getting two enemies and a viewmodel under my belt I feel brave enough to tackle something a little more ambitious. it's nice to finally see what he looks like in 3d. now i'll attempt to make him look a little less caco-esque :P (it's not a rip-off if you call it an homage, right guys? ...guys?) 
I Like... 
how elongated he is in the Sprite mockup as opposed to the others. Groovy design tho. Reminds me of an evil version of Hindu god Brahma. http://www.lotussculpture.com/blog/wp-content/uploads/2013/03/8bc6a-210x300.jpg 
@dumptruck 
yeah, I need to figure out what to do with that area. I put long hair there because I suck at drawing and didn't want to deal with it at the time, same goes for the top of his head. The drawings just serve as notes for when I "do it live" at a later time (which is now). I just overlayed the sculpt with the original drawing in photoshop and they actually line up quite nicely, so that's neat.

I recently discovered the pain elemental from doom 64... so much for having a semi-original idea... 
@killpixel 
There are no original ideas. It's all about the execution. Take a concept and work on it until it looks good. Iterative design based on existing designs as a base is how most new things come into existence anyhow. When you made the design form the start you must have been inspired by something, so don't worry. 
Killpixel 
I would call it Taenia, because it reminds me the head of a tapeworm.
I loved the design, congratulations. 
Killpixel 
All your stuff has an awesome Doom/AD/Retro vibe. Keep it up! Can't wait for your game to be finished. 
 
@quakeulf - I agree.

@adib - thanks! Taenia - tapeworm from hellllllll!

@Qmaster - appreciate it. I'm trying to be as authentic as possible, I think it will work out :)

Ok, I'm going to take a break from spamming this thread with non-quake stuff for a while. Here's one last little thing: quick n dirty paintover using new sculpt
@Killpixel 
I'm curious, are you using a hybrid Q1 + Q3 mapping setup?

If so, how did you implement "light styles"? DP's rtlights hand placed? 
Dmg 
Maps are q3map2, I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around on quakeone if that's what you're looking for.

I have since switched back to lightmaps because the massive performance hit of rtlights isn't worth. That means no lightstyles currently, but I intend to get fbsp support into DP at some point. 
Let There Be Light 
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs. It's a bit of a shame to use an engine that can handle rtlights and not make use of them.

I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around
If your UI is better than these in any way, it would be nice of you to share. 
Mug 
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs.

Lighting each map twice for no real benefit is something I want to avoid :P Lightmaps looks much better than rtlights (AO, bounce, more complex shading in general). The downside, of course, is the lack of lightstyles, but that would be resolved with fbsp.

Our editor is functionally the same as the editors for quake -- just some hotkey differences and default values adjusted to better suit the game's scale, which is different than quake. 
FBSP? 
What's that? I'm intrigued. 
FBSP 
It's essentially q3map2 w/ lightstyles: doot. FTE supports it, AFAIK. 
Ok More Spam 
then I really am done for a while :P

oppressor base sculpt

original oppressor doodle

He's pretty goofy looking, but he reads pretty well in game. 
@killpixel 
Looks great... wonder what he'd sound like. ;) 
Killpixel 
(Speaking only for myself of course) please don't feel like you have to stop. I really enjoy seeing these. I'm excited about your game and it's interesting to see he process behind it.

Speaking of which -- this might be a stupid question, but how do the 3d models fit into your development process? I thought you were using sprites for all monsters and items, or has that changed? Or are the 3d models part of the process of sprite creation? 
 
@dumptruck - probably something along the lines of "mrwWAAAHRRGGuummmrrr" I reckon :P

@newbie - Thanks :D I intend to post, just in a less spammy manner (fewer, more consolidated posts with juicier content).

The models will become sprites in the end. Most sprites start out as either physical or digital models. Examples: doom/doom2, doom64, blood, duke nukem 3d/shadow warrior.

If anyone has stumbled across pics of heretic's or hexen's models I'd love to see them :) 
Not Really A Screenshot Or A Beta But... 
Was chatting on the Q2 discord(Quakeulf) and I was reminded of and posted this:

https://cdn.discordapp.com/attachments/308335417105842177/348511293616947200/Q2Clock.jpg

Description: A one off, custom made, blood "splattered" metal Quake 2 symbol clock! Made for me by a friend "back in the day".

It mostly collects dust these past 15 years, hehe! 
Hexen Hide 
great model there killpix!
Here 's an old site for hexen maps, models etc. 
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