|Posted by metlslime [22.214.171.124] on 2002/12/23 18:27:46|
|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.
Need a place to host your screenshots? Upload them here:
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
File size limit is 128MB.
OTP, Spud, Mfx
The blue water is not exactly intended - it just happens to be the one water texture I currently have (I avoid non-free textures in hopes of going stand-alone sometimes in the future).
Whipping up a more muddled water texture shouldn't be a major problem, though.
"Those outdoor shots looks great, and surprisingly similar to Turok:
almost, but better :)
Heh, that's indeed a nice visual coincidence - I think I'll try to sneak in a reference to Turok into the map.
My Approach To Churning Out Terrain Fast
First: lay out all floors and walls as "quadsoup": http://i.imgur.com/FCD8kXi.png
Second: Start pushing vertices around until things look "organic": http://i.imgur.com/X1u4EUy.png
Overview after approx. three hours of messing in TrenchBroom: http://i.imgur.com/z5Tb1gS.png
The big sky brush marks the +/-4096 limit of unmodified Quake network protocol. I'm expect I'll have to switch to BSP2 before this map is done.
Brushwork Terrain Tutorials
Thanks for posting that, SavageX. I've been playing around with natural terrain recently, also mainly using the TB vertex tool, but I haven't settled into a method that works for me yet -- though broadly speaking, I try to do more or less what you have done here. In my experience so far, however, it's tempting to go overboard and end up with an unwieldy mess of overly complex brushwork (something which you seem to have avoided).
Every so often I see people recommending this
terrain tutorial by Sock. As I recall, Adib used it when mapping for the Fire & Brimstone jam. The thing is, though, I can't really make much sense of it -- or perhaps I'm missing something?
To me it doesn't really look like a tutorial at all. Instead, it starts with what looks like some sort of historical overview of terrain in brush-based engines in general, and then it moves on to a fairly technical discussion of something called DotProduct2 and some stuff that seems specific to the Quake 3 engine and Radiant. I really have trouble picking out the parts that are relevant/helpful to Quake mapping in a different editor than the Radiant family. Or is there a tutorial buried in there somewhere, and have I just never found the right link to click?
the dotproduct2 stuff is 'just' q3map2 autogenerating per-vertex alpha values based upon the similarity of the vertex normal and some specified unit vector. And then squaring it (hence the '2').
(dot(A,B) == cos(anglebetweenAandB)*length(A)*length(B)), or in other words, given unit vectors, dotproduct gives 1 when they are equal, 0 when perpendicular, and -1 when opposing, so its quite handy when doing geometry stuff. squaring it biases it towards 0 in a non-linear way, so you don't need such vertical cliffs)
combined with a shader that performs alpha blending according to said vertex alphas, this gives different textures appearing based upon how flat that part of the map is meant to be.
manually doing all that stuff would take excessive amounts of effort...
its worth noting that its all q3map2/q3bsp-specific and doesn't apply at all to q1bsp (which completely lacks vertex alpha values... and shaders).
Yeah, Sock's tutorial is certainly covering a lot of things that only apply to Quake 3 (or compatible engines).
I cannot claim to be an authoritative source regarding Quake editing - I'm not a veteran mapper and have yet to properly release a single (!) Quake map (apart from the betas in this thread). I try to adhere to following rules:
- Most vertices I only displace on one axis. So if I want to push the rock surface in, I'll grab a vertex and just push that one in exactly according to one axis. I try to make sure my brushes keep quite some volume (no strangely flimsy brushes), which is why I start with 128x128x128 cubes. I can push those around without
- I try to keep all vertices on-grid. I certainly make sure all vertices are on integer positions.
- be gentle on the floor, don't go as crazy on vertex editing as on rock faces. A few hills and ramps usually work fine, but if you go overboard you can run into collision issues, like players getting stuck on random edges (for Quake 2 and 3 the collision system works quite differently and seems to be overall more robust).
I uploaded an example map with sources over at https://maikmerten.de/base1/start-wip.zip
- perhaps that's useful for you. However, again, I might do things horribly wrong although they appear to be working fine for me for now ;-)
I've been using FraQuake to generate fractal geometry for my Xmas Jam map. (cavewalls) You'll need to run it in a 16bit compatible OS. I'm probably going overboard with the number of polys but you can dial it in to your hearts content. It's a multi-step process. Create a map in the application and then copy and paste what you need from the output. (It adds monsters randomly FYI) I use TB2's CSG merge to weld faces together to create borders. Then add _phong 1 to make the lighting pretty. I'm having fun and I think it looks groovy
this is the only screenshot I have access to ATM but it illustrates the fractals well https://imgur.com/d2TGj5E
lots of improvements.
I'd recommend some minor things... for the outdoor area, some upscaled textures set at like a 33 degree angle might prevent textures looking too 'gridlike'...
re indoor base shots, some trim along stair edges etc might be nice. Also, I think you could extend some of the ceilings upwards more dramatically for a nice effect. like the first shot where the pipes jutting out are, if they went up way far into darkness might be nice.
Just off the top of my head. But yeah looks pretty good!
new intro area looks very cool. Wish you the best of luck with the rehaul - I'm sure it will be tricky but worthwhile as the comments regarding the actual gameplay are almost uniformly positive
Hopefully The Final Version Of Shifting Planes
Finally done with a full artpass. In addition to that, I have also added two new skill levels to the map (easy/hard).
The only thing between this version and a full release is some clipping, some ambient sounds and a bit of testing.
(Includes movplan_b1.bsp and .lit. Requires Qouth)
Epic style, dark atmosphere!
Some cool stuff there for sure. #2 and #4 especially nice. Hope it's a strong theme throughout - looking forward to playing it!
This happened by accident:
Hmmm... keep or remove...
Okay, Keeping For Now
the facial features were unplanned for, but I guess they're somewhat charming, albeit cheesy.
Reminds me of http://memory-alpha.wikia.com/wiki/Vaal
Maybe Not Directly Related But It Made Me Think Of This
I once wanted to make a Rune level like that, but could not get it to to work. Maybe one day in Rune 2.
I assembled a new snapshot of dreadful things. The "Dreadful Dreadbase of Dread" (base1) always was intended to be part of a short campaign I call "Zernichter".
I zipped up the current state of a custom start map ("Paths aplenty") and base1.
- Start: All new start map for all four difficulties. Of course, the entryway for the hardest difficulty needs to be discovered first. Also includes a hidden reference to another video game franchise.
- Base1: Added another secret, put some gameplay into the existing secrets. Got rid of a boring elevator and replaced it with a more exciting arrangement of stairs. Made sure the first Shambler-fight doesn't derail due to monster infighting.
- Canyons: Not yet playable enough, so not included yet. When finishing base1 it's thus normal to have an error message that canyons.bsp cannot be found.
Nice Rocks Man.
Dipping my toes back in the water, as I do every xmas break, to see where things are at. The current state of Quake editing is so good, it's surreal.
Love the light and atmosphere. Wooden struts seem a bit spindly but that might be deliberate and work well in context.
I did a thing.
Ever imagined de_dust in Quake?
Probably not but I did it anyways.
Theres an included readme that attempts to explain the entity chain.
also dont ask me why i put it in demos :P i feel dumb
and in case its not implied, feel free to use this set up in your maps. the readme explains how to expand upon it with some simple find/replace of the appropriate values.
Only want one bomb? Remove the extra sets of trigger_counter/relays and bombs.
This set up is actually really generic and could power more than just a bomb site :P
the real question is if it works in team multiplayer games :P
New Dreamcast/Windows 3D Platformer Based On The Quake Engine!
Hey there! Just wanted to post my project I'm creating! It's a minimalist styled 3D platformer for the Dreamcast using the Makaqu Quake engine!
Alpha Tech Demo:
Future Player Character w/ animations:
The game is a tribute to my late Uncles music! I need some QuakeC coders for the project so it would be great if you are willing to help! Contact me at firstname.lastname@example.org if you are interested!
Otherwise, the games Patreon is here if you wish to donate to the project, but it's okay if you can't!
Tell me what you think based on the stuff you see!
youtube links are broken; they link to creator studio.
Oops! Here Are The Correct Ones!
Look Good And Old School ! Dreamcast Lives !
A Gun (spoiler)
I said I wouldn't share anymore so as not to spoil more stuff (assuming that's even an issue). If you do care about spoilers, don't look :D
(all the usual disclaimers: WIP, unfinished skin, unbalanced, etc).
This gun almost got cut/totally redesigned and was the last to get modeled since I kept pushing it back because I just wasn't able to execute properly. The design did get simplified quite a bit (the intended design was asymmetrical and had a couple broken ribs instead of all metal "claws" as well as some intricate mechanical bits to move them).
Modeling all the other guns first really helped me get over the mental block/lack of experience. I'm not super happy with it, but satisfied overall considering I thought I was going to have to trash it up until the very end of its production.
I like how I come here intending to post a link then end up writing an essay. Sorry about that :P
Reminds me of a Flak Cannon
But that's not a bad thing. Really like the teeth/claw style. I think less obvious green might be better tho.
Others have said it's reminiscent of UT and I assumed they meant the bio-rifle (I've only played UT3). I guess previous iterations of the flak cannon were similar to this?
i think it is like a Bio-Rifle and less bouncy RL's grenades. I suppose that the Flak Cannon is mentioned due to how the weapon launchs its projectiles through it. And by the way i am talking about UT, as I never saw much point in UT2003 and 2004 over UT and forgot about them quickly.
I have a suggestion regarding this weapon if you want to hear it:
Keep the teethy stuff, but turn it into a cursed gauntlet that the player wears, it bites into the players arm, curses it and morphs the arm itself into a weapon that shoots the green cursed goop or something similar.
Could have some fun sounds, like this: https://www.youtube.com/watch?v=VXvIjR8RWMs
or maybe a bit fleshier.
You could even do fun stuff like 1hp of life is one shot. Would make for an interesting risk / reward thing.
But there already is a gauntlet type weapon that consumes (a large portion of health) as ammo. However, this mechanic can be exploited by activating the 'life siphon' artifact if you have it.
Cool idea, I think. My current design for the gauntlet is less magic/cursed and more gory/mechanical (think of the absurdity of the bees plasmid in bioshock, sorta that kinda feel).
The "Get-away-car" For One Of My 3 Projects
That looks neat. Reminds me of the spore launcher in HL: opposing force.
That is super Bio-Rifle-esque in its operation. TBH I always found UT's Bio-Rifle quite unsatisfying to use. I love your model and animations though. Maybe you could swap the green goop for something a bit less "50's B-Movie". Try changing to a purpley colour if you want it to be more Quakey, and maybe when it explodes the blob should really quickly expand rather than just dissipating like a wet fart.
Hi! Kind of new here.
Started something simple, I looove Trenchbroom!
Angles Are Goood Mmmmkay.
@Newhouse & @Shambler
@qmaster - that's some good ship. Perhaps the wood planks of the hull should run horizontally as opposed to vertically. Also, I totally forgot about the spore launcher! Funny weapon.
@text_fish - Thanks for the feedback. TBH I always found UT's Bio-Rifle quite unsatisfying to use.
How about Quake's grenade launcher?
Oh Quake's Grenade launcher is splendid. If the power of your goop gun is similar to the Q1 'nade launcher you definitely need to work on the explosion effect though, because right now it looks like a Tinkerbell sneeze. :P
you're right. It does look rather wimpy...
googles how to simulate liquid explosions in blender
And by that I mean sprites. But if you must know...
Use hooks and shape keys.
so far, using fluid sim to use as a mask for sprite creation works like a charm :D the new explosions have much power behind them.
first time learning about hooks and shapekeys, though. Definitely useful things to know.
They Are Good For Blobby Lovecraftian Things
|2 posts not shown on this page because they were spam|
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.