Put you random wip map shots here:
http://gs.javaunlimited.net/imgpost/index.php?show=3
<TinMan> Enemy Sighted!
<DeFAulT> Roger, what is your position?
<TinMan> I'm in the cafeteria
<DeFAulT> SO AM I! WHERE R U!?!?!
<TinMan> I'm in the other cafeteria.
<DeFAulT> Fsck! The whole goddamn map is a cafeteria!
(http://xs412.xs.to/xs412/07074/GateShot6.png) (GATE IS NOW TEXTURED)
Quote from: "Plague Bringer"(http://xs412.xs.to/xs412/07074/GateShot6.png) (GATE IS NOW TEXTURED)
OMG STARGATE FTW!!!!!!!
(pics)
Facility-Gamma:
just 1 room atm
*Pics removed for long page length reasons*
Did you make all those vending machine textures yourself?
That are pics from the my map 'Peagasus Station'
http://www.familie-salich.de/peagasus/shot0001.jpg
http://www.familie-salich.de/peagasus/shot0002.jpg
http://www.familie-salich.de/peagasus/shot0003.jpg
http://www.familie-salich.de/peagasus/shot0000.jpg
the Resolution is quiet hight (1440x900)...
Quote from: "DoDFlux"
Did you make all those vending machine textures yourself?
the cold drinks one i did, but the other 2 grey ones are from the all mighty google lol
the cold drinks one i did, but the other 2 grey ones are from the all mighty google lol
Lol google, good idea searching there for textures and such, I never thought to. Do you have a tutorial on making your own textures how to import them to GTKRadiant? I can't figure it out.
Just put an jpg or tga (or png in further) to base/textures/<foldername> and enjoy.
@ odin: kinda reminds me of uncreation in a weird way. looks good though. i love uncreation, but everyone always nextmap votes when it comes up.Actually that was the goal of my project. I did an alpha gameplay test with }MG{ a while ago and it seems ready to release. It is called "Abyss".
Only the work of Hydra and Ingar looks above average, the rest can join the big pile of mediocre work we already have.
@ Gareth is that brick texture selfmade, taken from google, or did it come from another map, ive yet to see it.
Quote from: "DoDFlux"@ Gareth is that brick texture selfmade, taken from google, or did it come from another map, ive yet to see it.
The brick texture was made by me (Gareth, correct me if I'm wrong :wink: ), I gimped it from a picture of the wall of my parents house.
I've put it a pk3 file here:
http://users.telenet.be/ingar/tremulous/files/ingar-textures.pk3
It contains the bricks, some concrete and the glass shaders I use.
From time to time, the glass shader can causes clipping problems,
so if you use it, make sure your windows properly block players.
Free encouragement for everybody!
Link (http://koti.mbnet.fi/anania/mapshots/Jostain/shot0002.jpg) to pic
(http://img253.imageshack.us/img253/8669/procyonnewbasetf8.th.jpg) (http://img253.imageshack.us/my.php?image=procyonnewbasetf8.jpg)
:wink:
(http://img88.imageshack.us/img88/7391/shot0130ca3.th.jpg) (http://img88.imageshack.us/my.php?image=shot0130ca3.jpg)Just what we need: drunk soldiers fighting for the survival of the human race.
Looks really nice those maps. But I really have to say that you might want to put the roof down a bit, cause to me it seems like jettard haven.
LOL, not all jettards are noobs at it. I kinda a jettard at times, use to always be when I started, and my death ratio in the air is 1 death for every 10 times I go out flying. And if you shoot cautiously your ammo can last you a long time.
(http://img395.imageshack.us/img395/5292/shot0001bz4.jpg)
The map's called Hideout, and it's supposed to be a secret underground human base on some planet. Don't worry, It'll get improved, as this is a very preliminary shot :)
Quote from: "TRaK"
The map's called Hideout, and it's supposed to be a secret underground human base on some planet. Don't worry, It'll get improved, as this is a very preliminary shot :)
Reminds me of halo...
looking good trak, i like the idea that it is an actaul place rather than just some random industrial base.
heres a wip im working on.
Its a secret government base, created in case of nuclear war, but that is 1000s of years ago now, it has been infested by aliens since then.
the water for the facility is purified from underground rivers:
(http://img258.imageshack.us/img258/9071/shot0024ci3.jpg[/iimg]
underwater - looking towards a tunnel:
[img]http://img515.imageshack.us/img515/9874/shot0025ga9.jpg[/iimg])
...
Oh, god, Kaleo.
That looks like..
SOKOLOV'S SPACE
Quickly, delete that map and start over, or atleast make sure it's balanced. That's one thing Lava seems to have a problem with.
While Sokolov may look nice, it plays like absolute shit, the same can be said about ATCS3.
I honestly don't see how Lava has made a respected place in the mapping community
if he's only good at texturing, and flaming new mappers because their work will obviously be more playable then anything he's released.
Now, let us discontinue this particular argument.
Why, I'm referring to Paradox, Xiane's ports, and other mappers you've discouraged.
I've talked about fcp longer than he has about fusion :roll:
Infested pumpstation is a great map, what's wrong with it?
Only the work of Hydra and Ingar looks above average, the rest can join the big pile of mediocre work we already have.
Started a new level today. Feedback is appreciated.
I'm not posting here too often, am I?
Maltagearion: Yes it is. By default that is how dark things are for new users. You have to change your gamma to default when you test maps.
Or use the -gamma argument for q3map2.
Early in development, don't hold your breath.
Early in development, don't hold your breath.Uh-oh.
(http://farm2.static.flickr.com/1082/1079746422_5589138846_o.jpg) (http://www.flickr.com/photos/10974774@N00/1079746422/)
13fps at 1280*1024, high detail settings, on Intel 945 integrated graphics, before any optimisation work. Anyone with a graphics card from the last four years or so probably won't have a problem.
Picture is to small.
This is a preview of a map I've been working on called 1984. It doesn't fit at all with the tremulous theme, but I'm mainly just having fun with it and trying to do something different. Still a WIP, probably about 30% done.
<3
screenies:o **drool**
This is a preview of a map I've been working on called 1984. It doesn't fit at all with the tremulous theme, but I'm mainly just having fun with it and trying to do something different. Still a WIP, probably about 30% done.
The inside of the houses will be fairly bare, if only to compensate for the wide-open-room-ness.
(http://img175.imageshack.us/img175/336/shot0045si5.th.jpg) (http://img175.imageshack.us/my.php?image=shot0045si5.jpg)
[img ]http://farm2.static.flickr.com/1072/1364727277_92173dc8a6_o.jpg[/img]
Very early shot of my attempt at Sock's terrain tutorial. Several texture problems to solve before it looks good (e.g. The texture seam between the rock walls and the floor).
pipes = instant win
QFT.Quote from: "Odin"pipes = instant win
Doubtless.
**img****drool** Looks great, keep up the good job! :D
Quote from: "p0m"**img****drool** Looks great, keep up the good job! :D
Hmm, is that stuff in the background part of the map or part of the skybox?
Just what we need, yet another quake 2 industrial themed map :roll:Indeed, keep it coming!! :D :3
Just what we need, yet another quake 2 industrial themed map :roll:
Quote from: "Groove"Just what we need, yet another quake 2 industrial themed map :roll:
That screenshot doesn't look like Quake2 at all.
Looks nice! Just make the inside of the castle then if the outside makes it unplayable.
(http://IMG)
(http://p0m.net/tremulous/crucible/shot0007.jpg)
and umm....i wont spam the forums...
*images*
*img*Sweet! :D
3rd image
Quote from: "gareth"3rd image
the « mountain » skybox made me laugh :P
Quote from: "p0m"(http://IMG)
(http://p0m.net/tremulous/crucible/shot0007.jpg)
i see u stole the dropship from siege... :evil:
random dev shots:
(http://g00gul.net/images/citadel5.jpg)
will it be green-themed dasp ;p? and whats with delta labs?
Aurora is the future of Delta Labs. Didn't you read the news?
Very nice Gareth,
But since therse are bricks and stones, why not breaking a bit the symetry like making half-destroyed columns, a decayed stair (still usable) ? This would give some cool look to the map.
Uhmmmm.... this makes me think about some really DIRTY map... not all those straight lines, clean-room quality floors and general sterilisation of the map ))
no, really. Looks great, cant say anything really bad about the quality. But the Trem. theme of cleanest maps ever is a bit tireing already :(
Look at least at WolfET maps, they are a bit more dirty, even the 19** map (cant remember the name) looks like old CS map, and no where near the actual WolfET "dirtiness".
It would have been great to see a map done in the style of WolfET, but not nessesary about WWII, any time, just same style of brushing/texturing/lightning.
DUDE!!! WHATS THAT LAST ONE!!!??? KAREO WANTZ!
Still needs more grit, and I'm still roughing out the architexture but it's getting there slowly.
I'm not addicted to trianglespam, it's the trianglespam that's addicted to me!
(http://www.haosredro.com/trem/img/shot0163.jpg)
how can I do triangel spam?
I'm not addicted to trianglespam, it's the trianglespam that's addicted to me!
That weirdish is because you have a caulked brush mittering over top of your floor, which is distorting the skybox.
Please, for the love our collective eyes and sanity read some tutorials on Architecture and find a texturing style that works.
face, brain, GTFO.
We've all had enough of your blatant shitspam and shitmaps.
Please, read a tutorial on mapping and don't post every five minutes.
Quote from: "Plague Bringer"face, brain, GTFO.
We've all had enough of your blatant shitspam and shitmaps.
Please, read a tutorial on mapping and don't post every five minutes.
I see your map Very good map but need lights
ok, watever, ill just go away and neva come back here...
face, brain, GTFO.
Please, read a tutorial on mapping and don't post every five minutes.
foreach( $forum_users as $forum_user ){
if( $forum_user['IQ'] > 5 ){
print( $forum_user['nick'] );
}
}
(http://p0m.net/tremulous/crucible/shot0008.jpg)
Still needs more grit, and I'm still roughing out the architexture but it's getting there slowly.
2nd pic
first image
here is teh l33t textures! wewt: lol (http://images.google.com/images?as_st=y&svnum=10&um=1&hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&q=seamless+textures+site%3Afilterforge.com&btnG=Search+Images)
hmmmm, am i the only one who searches for textures on google?
Might be just me but some areas of that map have a ridiculously large LOS, putting aliens at a disadvantage. Please put in some objects that obstruct the view, or I'll break out of my cage and bite ch00 :P
(http://i16.tinypic.com/4lyv5ub.jpg)(http://i1.tinypic.com/8gdq0qv.jpg)makes me think to the labyrinth map O_o
makes me think to the labyrinth map O_o
building hax!
It has a trigger_hurt at the bottom. With these values:
key: dmg
value: -1
So, when you fall down, you die instantly.
It has a trigger_hurt at the bottom. With these values:
key: dmg
value: -1
So, when you fall down, you die instantly.
tats slightly lame, due to the fact that u can plainly see teh floor of the pit, mebe make a bottomless pit that fades into blackness...
(http://img45.imageshack.us/img45/3763/snowvalleytm4.jpg)Fogspam! :o looks good but i can se problems depending how high you could go as a jet/how dense the fog is.. i could just picture in my mind a aimhaxer with a jet at the top with a mdriver/lgun and goons/other aliens couldnt se him.. thats just my opinion though, it looks good :)
No, fog cannot be turned off in Quake3.Which is kinda my point.. it could make problems.
No, fog cannot be turned off in Quake3.
I like the floor in the first one, the walls in the second.So... Make the floors the white but keep the walls?
The other two floor textures are too busy.
Yeah, that'd look good.I like the floor in the first one, the walls in the second.So... Make the floors the white but keep the walls?
The other two floor textures are too busy.
Quotespam YAY! anyway... like this? i toned down the white floor a lil bit so it doesnt blind your eyes out which i found out in a private test (me and my friends/few other people constantly test this map thru development stages)Yeah, that'd look good.I like the floor in the first one, the walls in the second.So... Make the floors the white but keep the walls?
The other two floor textures are too busy.
and Lava, they aint no hollowed cubes...Lolled.. anyway it looks nice
Ok, why three shots of the same door in different positions?Demonstrating reformation.
From my map, "Anthrax."ZOMG SWEET!!
*IMG*
Eh, look at the floor. Around the middle. You'll see a staircase. Still, that's not much. Perhaps it'll be enough to keep it going.There's atleast two other layout changing trapdoors. It's a small map.
What do you mean 'modified'? I use a framebuffer bloom patch.meh wants! (sorry, i found the .patch on the mg site, but i don't know how to compile it because i use windows)
Okay, heres a screenie from my WiP map, "Unreal".LOLZ NICE!! :)
*img*[/URL]
Screenie (http://thorn.soliter.org/Thorn/GTK.jpg)hawt
a few ingames
Screenie (http://satgnu.net/upload/thorn/shot0056.jpg)
Screenie (http://satgnu.net/upload/thorn/shot0055.jpg)
Screenie (http://satgnu.net/upload/thorn/shot0054.jpg)
Taiyo, do you use a cylinder bending tool or do you do it all by hand?If by hand you mean moving the vertices around then yes. I don't think I have a bend tool since 1.5 is the first version of Radiant that I've used (iirc 1.4 was the last version to have it?)
the boxes in the first screenshot look too "cloned"Yeah, I need to think of something better than stacks of crates to flesh the empty spaces out.
*img***drool** :o
*sexzeh img*
;)*sexzeh img*
TRaK, I think I'm gonna have a mapgasm here. It's too good.
EDIT: THIS POST HAS BEEN EDITED FOR YOUR OWN SAFETY / REMOVING EXTREME SECKSUAL CONTENT
He he he he...
image
Ooh TRaK you smexeh beyotch!Übar RøFL
Last screenshit before the beta release ;)Screenshits = EPIC
improving? What was bad?lol :D then it looks like taiyo and trak are improving too! ;D
Uh..
Flaming someone for posting an unfinished project in "Random Dev. Shots" which is meant for random development shots... Please stop posting.
;D
I... Think... I... Should... Take... Time... To... Catch... My... Breath...
Who else is reminded of Homeworld 2?Actually that reminds me of the art style used in Knights of the Old Republic.
That is ... *speechless*Oh.. My.. God.. steampunk maps!
Wait for me to code up an ability to use different models for buildables/players and you will be able to adapt the models to the map as well.
(meaning that the mapper will be able to SET the model of a turret, for example, changing it from the default one)
Ever thought how hard it would be to move backwards with such huge space ship? Thats what I thought from hangar screens.
Ever thought how hard it would be to move backwards with such huge space ship? Thats what I thought from hangar screens.
um, autopilot? lol
blah blah pics stuffi see (in ur hud) that you're recording 8)
much kudos on making your own textures trak, they look v. nice :) (they are 512 tho right?, 256 is loooow ;))
http://mercenariesguild.net/supertanker/station15/windowhall1.jpg
Still trying to work on Station15 after my hard drive crashed.
At least I saved 70% of my important data (or, that is to say, I saved Tremulous, which IS 70% of my important data)
A very odd one sometimes uses patch clipping.patch clipping? whats that?
can 1 of u r33ly gud mpprz plz ps0t a tut ab0ut 3 pnt klippn kthnxbai
Some Very early GTK shots of my new map.Thats the magic of a door is going to pop up at the end of those stairs once i get to it :P.. those screenshots are not ingame, just in the editor.
Freighter(tentative title)Looking good, list of possible ship names to get your creative juices flowing(xD):
It's a freighter, not a battleship.
I wish it allowed you to build on entities :-\
It's a freighter, not a battleship.Names:
It's a freighter, not a battleship.Names:
The Lumbering Crate
The Big Bad Box
Call the ship Odin
Call the ship Odin
ROFL at self advertising. ;) But it is actually a pretty good name. The Odin.
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0011.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0012.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0013.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0014.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0015.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0016.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0010.jpg
http://i115.photobucket.com/albums/n309/Lord-Omega/shot0009.jpg
More coming soon :P
Someone's been playing Station15 too much :P As far as I know, no other Tremulous map has such a terrible skybox as my attempted planet render.
Just use whatever looks best for your purposes.
Shader lights aren't always the best way to go. Unless of course, you make your own shader lights. :P Because sometimes they appear to bright/off-colored/dark etc.Shader lights should be used almost all the time, mainly because if you know how to make them, they usually look much better than point lights(and more natural looking).
I use point lights too... in most places, unless the shader lights have the right effect that I want.
l33t! But...what about Babel? :-[
mapping for pong?
I just spent something like eight hours straight mapping, so I'll show this off now just to preserve my sanity :-*
From Desolate, my upcoming Urban Terror map :
(http://i231.photobucket.com/albums/ee138/2xG/Desolate/shot0008.jpg)
*screenie*Let's talk about smex baybee
Last one, I promise ;)
Face is stalking me :P
That looks like a horrible map for Tremulous.It would be better than 99% of the custom maps pooped out by this community.
That looks like a horrible map for Tremulous.It would be better than 99% of the custom maps pooped out by this community.
i just had this urge...
Wtf? If that was in reality/with real physics, you would have already exited the coaster when it went down.But it isn't in reality, is it.
*screenshot*Ooh, you *raunchy* little smexpot!
That's....that's.....AIMBOTTAR!!!!1111
xD, looks l33t!
But what's with those funny holes everywhere?
Because trem isn't OA or Q2W.OA isn't Q2W either!
lets talk about smex baybeee! lets talk about u and meeee!
No, sorry, it's merely for decoration. It would be a royal pain in the ass to make it ridable.Just make it a simple func_train that teleports from end to start, so that players can see it zooming by through a window or something.
Although if the developers made func_trains able to turn corners...
Yeah, your face, that definately looks epic. It's got a dark, abandoned look to it. You have certainly come a long way since you've started mapping. We're all glad that you've persevered through the strife and flames. Que Lava in three.. Two.. One..
Why is everything green?Why was everything in Quake brown?
Or is real life too green and Quake adjusted your eyes, and this is merely a low resolution shot of real life without quake filtering?!?!?!Grammar Nazis attack like ninjas.
QuoteOr is real life too green and Quake adjusted your eyes, and this is merely a low resolution shot of real life without quake filtering?!?!?!Grammar Nazis attack like ninjas.
I am mildly colour blind, my right eye can see very little red, my left eye can see none. My eyes are also different colours, the right one is blue, the left one is hazel. Tell me that is not freaky.
QuoteOr is real life too green and Quake adjusted your eyes, and this is merely a low resolution shot of real life without quake filtering?!?!?!Grammar Nazis attack like ninjas.
I am mildly colour blind, my right eye can see very little red, my left eye can see none. My eyes are also different colours, the right one is blue, the left one is hazel. Tell me that is not freaky.
David Bowie much?
i just noticed a mistake from looking at my screen shots one of the crates has a shoddy texture align but you didn't notice that did u lava
Ban Box Maps (http://en.wikipedia.org/wiki/List_of_geometric_shapes).If a map was made on an octogonal grid, for instance, Corridor A might be 3 humans wide, but identical corridor B would be 2 humans wide. Similar stuff happens on hexagonal and triangular grids.
The problem is not in the shape, but in the layout.The problem is the simple, empty box-shaped rooms. Hence why it's called a box map.
This thread hasn't had many new pics lately ;(
-
@Face and Brain:Plus one. It wasn't just Lava's flames, either. It was mine (I think), and most of the rest of the community. :\ Good job. Great job. Excellent job! You two are producing some of the best, original, maps.
I'm really glad you guys kept persevering through the fire and flames (http://www.youtube.com/watch?v=3u3FVdKe_Uw) to bring us these maps. You are true inspiration to those who are subject to Lava's flames.
~Kaleo
You forgot amazingly quickly. I too would like to congratulate you ;)@Face and Brain:Plus one. It wasn't just Lava's flames, either. It was mine (I think), and most of the rest of the community. :\ Good job. Great job. Excellent job! You two are producing some of the best, original, maps.
I'm really glad you guys kept persevering through the fire and flames (http://www.youtube.com/watch?v=3u3FVdKe_Uw) to bring us these maps. You are true inspiration to those who are subject to Lava's flames.
~Kaleo
Working on some plant models/textures.I want to have kids with you.
http://janvanderweg.com/pics/tremulous/fol1.jpg
http://janvanderweg.com/pics/tremulous/fol2.jpg
@Odin: OMG Q4 awesumness! BLORG!Yea the textures were royalty-free and license free. "do whatever you want with them!" was what was written in the license file. I'm surprised nobody used them before(besides Tr3B).
Ahh, takes me back... I should re-install.
PK01 - Quake IV texture set by Philip Klevestavhttp://xreal.varcache.org/base/textures-pk01-20070707.pk3
www.philipk.net | philipk@philipk.net
***
Howto install:
Simply unzip to your q4base folder where your Quake IV install is located.
***
This set was meant to be larger but due to lack of time and a bit of
lost interest for this set I decided to release it as it is now.
Some stuff should have been tweaked more but as I said
I won't and will just release it in it's current state instead.
I sure will try to release more sets in the future tho.
***
Feel free to edit the textures and make additions in any way that suits you.
Have fun.
k, i r haxed it bettar
-images-
I guess these qualify as dev shots:
http://janvanderweg.com/pics/tremulous/thelastone.jpg
http://janvanderweg.com/pics/tremulous/mdriverig.jpg
Where is the scope lens?Placeholder texture until the new one is made.
P.S. Loving the camo.
but some of those last shots seemed like they had too much bloom. :)Thanks to a certain poster on a certain wall in a certain section of Transit, the usage of lens flares is questionable. (http://satgnu.net/upload/smilies/nicetongue.gif)
@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
OdinTanker
And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
I'M COMING OUT OF THE BOOOOOOOOOOOOOOOOOTTTTTTH!We will support, and not ridicule, you and your decision.
Prepare to be sig-ed.
Name the map: A GPU's nightmareActually it runs quite fast according to Supertanker.
Name the map: A GPU's nightmareActually it runs quite fast according to Supertanker.
Name the map: A GPU's nightmare
From what I know with jdolan increasing Quake2World's maximum lightmap size to 16mb, it's a simple thing to do. It does create some huge fucking BSP files tho, obviously.And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?
From what I know with jdolan increasing Quake2World's maximum lightmap size to 16mb, it's a simple thing to do. It does create some huge fucking BSP files tho, obviously.And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?
Image
[img width=960 height=768]http://supertanker.mercenariesguild.net/reactor2_dwc.jpg[img]
@Pete: Since this thread is already heavy on the images, please do not quote them.
You could make trem load external lightmaps(XreaL does this) if they are available(and make q3map2 not save them in the BSP). That way, old maps would still work.From what I know with jdolan increasing Quake2World's maximum lightmap size to 16mb, it's a simple thing to do. It does create some huge fucking BSP files tho, obviously.And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?
The point is that old maps will continue to work, since they will not interfere with the increased maximum size of the lightmap, and certainly not exceed it. Loading external stuff just for higher resolution lightmaps is not worth it in my view, unless you load external files like Darkplaces' .rtlights files, which contain 'static' realtime lights, to greatly improve performance when using realtime lighting and shadowing.You could make trem load external lightmaps(XreaL does this) if they are available(and make q3map2 not save them in the BSP). That way, old maps would still work.From what I know with jdolan increasing Quake2World's maximum lightmap size to 16mb, it's a simple thing to do. It does create some huge fucking BSP files tho, obviously.And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
If not, give it a try and see what the effect is!
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?
<3
Do they "work"?
That discussion died a while ago.
I sense an attempt to troll me. Begone!Iron fist!
Heh! Hehehehehehehe. Dude, I love you now. Even more so than the first time you said that.You da bomb.
<3
DOOM3!
Meh, maybe we spam a bit. But we really don't care what you think.yeah that is why you replied ;)
P.S. Moderators, feel free to split this off and lock it into oblivion.
You're spamming. Let's stop this here?[/off]Meh, maybe we spam a bit. But we really don't care what you think.yeah that is why you replied ;)
P.S. Moderators, feel free to split this off and lock it into oblivion.
ps: really... don't spam valuable threads. You can discuss things in PM and/or use OffTopic
Spamming and telling mods to split it doesn't make sense
Troy, is there going to be an underground part to that map? It does look very Wolfensteinish, which isn't a bad thing. Anyone up for porting BaseRace?
Troy, why is the FPS counter censored? ;D
I demand plants I can smoke!
We love Stannum! :D
Taiyo played too much DOOM3!Aww crap, I can see the glaring similarities now you've said that.
I'm still surprised that I managed to finish it...Wasn't as hard as E2M8 was the first time I played it :(
Final boss was worth it though.
http://img123.imageshack.us/img123/4193/bridge3sc3.jpg
http://img123.imageshack.us/img123/3253/bridge2dh5.jpg
One of the prefabs for future use..
Yes but as Troy says; He focuses on imersion and not gameplay.Which is the right way to go about mapping. As long as it looks stunning, you are doing your job.
@==Troy==: Second screenshot looks nice, got a much better idea of the map now. Will people be able to enter the skyscrapers at certain points?
You could for example add something like acid rain, that starts to fall down every now and then. This would be a good, not-controllable-by-players way of making Jetpacks not perpetually camp against the ceiling of the map.@==Troy==: Second screenshot looks nice, got a much better idea of the map now. Will people be able to enter the skyscrapers at certain points?
At some point yes. But as I said, my main aim is to see if humans are not going to be overpowered on the city streets. After testing the map on Fun-Zone (and it is up there for a vote "zerocitytheme-fp1") I was surprised to know that aliens actually had advantage over humans, but mostly because the skycrapers were just boxes and there werent so many places to build base.
It's the words that look sort of raisedIndeed. I like the font, I don't like 3Dness.
Different, freakish looking fog!o- shi- marry me
awesome picture of awesomeness
Sorry, he doesn't have relationships with sexually abused fruits.What makes you so sure?
Sorry, he doesn't have relationships with sexually abused fruits.What makes you so sure?
Sorry, he doesn't have relationships with sexually abused fruits.What makes you so sure?
I don't know, just a guess. Syntac if I am wrong, please do say so.
I think it looks too much like a projectile gun.
You know, the kind that shoot bullets.
It's very shiny, but it doesn't quite seem "Blaster-y", but instead "Magnum-y"
How about you reserve your judgement about his judgement?
People are very free to make any kind of assumption they want, and unless Stannum has hired you as his spokesperson, you are not in the position to tell anyone to assume different.How about you reserve your judgement about his judgement?
maybe you should reserve your judgment about my judgment on Stannum's judgment.
But anyway, dont make assumptions too soon
People are very free to make any kind of assumption they want, and unless Stannum has hired you as his spokesperson, you are not in the position to tell anyone to assume different.How about you reserve your judgement about his judgement?
maybe you should reserve your judgment about my judgment on Stannum's judgment.
But anyway, dont make assumptions too soon
[PS] irwantskinnao
I actually loved the new MD, even without textures.
Haha. That's what a mass driver does. It fires a metal projectile with the help of a high-powered magnet.I actually loved the new MD, even without textures.
Md looks sex. The only problem I have with it is it seems to take bullets. Moar batteries.
A coilgun (http://en.wikipedia.org/wiki/Coilgun)?Except the MD from Tremulous is nuclear powered, which is why it has the nuclear fallout symbol.
Looks more like a railgun (http://www.powerlabs.org/railgun.htm), or at least it has parallel rails.
A coilgun (http://en.wikipedia.org/wiki/Coilgun)?Except the MD from Tremulous is nuclear powered, which is why it has the nuclear fallout symbol.
Looks more like a railgun (http://www.powerlabs.org/railgun.htm), or at least it has parallel rails.
Did you do that on GTK :oI used Shinytrem(my mod) to get the models to look like that.
and what do you use for your textures :o
And are you using wierd lighting or something, because i swear it looks alot better, the turrets and medi look brilliant...how?
and whens it released...
and why are you so good?
I used Shinytrem(my mod) to get the models to look like that.
This map won't be released with those types of graphical effects(they are far too slow for the average player), but I will update Shinytrem to include them.
Bloom (aka "Glow FX" in some games) makes lights look more brightthanks.
(http://img530.imageshack.us/img530/6347/shot0021pg7.th.jpg) (http://img530.imageshack.us/my.php?image=shot0021pg7.jpg)
Always preferred HDR (http://en.wikipedia.org/wiki/HDR_lighting) to Bloom, myself. Looks and performs better than bloom. Take Oblivion for example.Oblivion had fake HDR.
amz learn 2 Buy a drive that isnt from the 90s :P
You know that's not a map feature, right?amz learn 2 Buy a drive that isnt from the 90s :P
its really annoying! And its new, which is what makes it worse. I really have an erge to play morrowind and it wont read the damn disc!
but anyway back on topic, go Odin! Dont listen to everyone else, the bloom looks ruddy brilliant!
You know that's not a map feature, right?amz learn 2 Buy a drive that isnt from the 90s :P
its really annoying! And its new, which is what makes it worse. I really have an erge to play morrowind and it wont read the damn disc!
but anyway back on topic, go Odin! Dont listen to everyone else, the bloom looks ruddy brilliant!
wait do u really play in this game or just sit here and look at this dumb stuff if u play could u tell me how to get on plz
wait do u really play in this game or just sit here and look at this dumb stuff if u play could u tell me how to get on plz
how do you know it's his first?
(looking good so far, moar ingame shots)
Holy shit your face :o, you are a master. *bows*Am noob mapper. I don't feel bad for my first serious project =]
@Archangel: Not bad, but you'll have to post something better to compete in here :)
[IMG-http://i530.photobucket.com/albums/dd342/prof_flex/shot0009-1.jpg-/img]
wut? where?IMG-http://i530.photobucket.com/albums/dd342/prof_flex/shot0009-1.jpg-/img
@amz181, start with trak's leet thread (http://tremulous.net/forum/index.php?topic=7497.0).
My monitor is pretty jacked up. I have to have high gamma to see anything :/[IMG-http://i530.photobucket.com/albums/dd342/prof_flex/shot0009-1.jpg-/img]http://
I thought that was my bedroom at first! ;D
@amz181, start with trak's leet thread (http://tremulous.net/forum/index.php?topic=7497.0).
@arch, I like the arches and door, but the gamma is creepy, o:
Are you sure you are compiling with -light?@amz181, start with trak's leet thread (http://tremulous.net/forum/index.php?topic=7497.0). <---- LINKwut? where?
I right click, click light and then when i devmap theres no light anywhere :(
and plus when im on GTK it doesnt show me the light radius... help me *crys*
Are you sure you are compiling with -light?@amz181, start with trak's leet thread (http://tremulous.net/forum/index.php?topic=7497.0). <---- LINKwut? where?
I right click, click light and then when i devmap theres no light anywhere :(
and plus when im on GTK it doesnt show me the light radius... help me *crys*
To see light radius, go to preferences - entities and tick Show Light Radii
Tremulous causes that effect when running in 16bit here.Yeah, stupid nvidia driver only gets good FPS in 16 bit mode. I tried 24bit, it cut my FPS in half.
Tremulous causes that effect when running in 16bit here.Yeah, stupid nvidia driver only gets good FPS in 16 bit mode. I tried 24bit, it cut my FPS in half.
24-bit color is the same thing as 32-bit color(32-bit color is actually 24-bit color).Tremulous causes that effect when running in 16bit here.Yeah, stupid nvidia driver only gets good FPS in 16 bit mode. I tried 24bit, it cut my FPS in half.
32 bit is usually faster than 24 bit due to the nature of the math and the registers involved.
Hey, someone decided to copy spry.bsp from SiN!eh?
24-bit color is the same thing as 32-bit color(32-bit color is actually 24-bit color).Tremulous causes that effect when running in 16bit here.Yeah, stupid nvidia driver only gets good FPS in 16 bit mode. I tried 24bit, it cut my FPS in half.
32 bit is usually faster than 24 bit due to the nature of the math and the registers involved.
http://en.wikipedia.org/wiki/Color_depth#32-bit_color
Heh, you're right. Sorry about that.24-bit color is the same thing as 32-bit color(32-bit color is actually 24-bit color).Tremulous causes that effect when running in 16bit here.Yeah, stupid nvidia driver only gets good FPS in 16 bit mode. I tried 24bit, it cut my FPS in half.
32 bit is usually faster than 24 bit due to the nature of the math and the registers involved.
http://en.wikipedia.org/wiki/Color_depth#32-bit_color
Your mistaking display colour depth for gpu colour math.
spry.bsp was an awesome Deathmatch map in the Quake II-based game SiN (http://en.wikipedia.org/wiki/SiN). It basically was like all blowup maps, in this case a huge living room, with a mousetrap serving as jumppad. If done right, and with much more attention to detail than what nukcake shows at this moment, such maps can be awesome.
spry.bsp was an awesome Deathmatch map in the Quake II-based game SiN (http://en.wikipedia.org/wiki/SiN). It basically was like all blowup maps, in this case a huge living room, with a mousetrap serving as jumppad. If done right, and with much more attention to detail than what nukcake shows at this moment, such maps can be awesome.
eew, looks like Halo.
Quoteeew, looks like Halo.
Or the ugly Quake version of Halo.
But, saying that, this isn't Halo, and I have no right to even say something like that, because I could never make a map like this. And it takes balls to make a map in this proprotion. Tress, tubes, fortress like base, water, Zyrion-like architexture, I love it. It really pushes the limits of what other mappers tend to do, it might need a few fixes here and there, but it looks great.
I think I'll play Tremulous right now to test this nifty map gameplay-wise, if its out that is. Where is the file for this map nubcake(Yum, nubcake.)? Or, where is the server hosting it?
it looks really nice, but change the tube texture, it looks blurred.
I don't like banks of the river (especially at 4th screenshot). You might also want to try Sock's terrain tutorial (http://www.simonoc.com/pages/articles.htm)
I don't like banks of the river (especially at 4th screenshot). You might also want to try Sock's terrain tutorial (http://www.simonoc.com/pages/articles.htm)
I don't like banks of the river (especially at 4th screenshot). You might also want to try Sock's terrain tutorial (http://www.simonoc.com/pages/articles.htm)
It looks far too open, and far too brown. But at least he's not using ATCS textures.
This is the untextured, no proper lighting. no terrain (its going to be an outdoor map based on a futuristic mining facility where aliens start in the mine, humans in the refinery :) )
Currently 2 days into the 14 day contest
Your map. Just a prediction.
It looks far too open, and far too brown. But at least he's not using ATCS textures.
Can you even read Kaleo?This is the untextured, no proper lighting. no terrain (its going to be an outdoor map based on a futuristic mining facility where aliens start in the mine, humans in the refinery :) )
Currently 2 days into the 14 day contest
UNTEXTURED, NO PROPER LIGHTING, NO TERRAIN, 2 DAYS INTO A 14 DAY CONTEST.
?It looks far too open, and far too brown. But at least he's not using ATCS textures.
Can you even read Kaleo?This is the untextured, no proper lighting. no terrain (its going to be an outdoor map based on a futuristic mining facility where aliens start in the mine, humans in the refinery :) )
Currently 2 days into the 14 day contest
UNTEXTURED, NO PROPER LIGHTING, NO TERRAIN, 2 DAYS INTO A 14 DAY CONTEST.
Erm. Troll less?
PS. Damn you Trak, now we will have 20+ maps using your awesome textures :(
?It looks far too open, and far too brown. But at least he's not using ATCS textures.
Can you even read Kaleo?This is the untextured, no proper lighting. no terrain (its going to be an outdoor map based on a futuristic mining facility where aliens start in the mine, humans in the refinery :) )
Currently 2 days into the 14 day contest
UNTEXTURED, NO PROPER LIGHTING, NO TERRAIN, 2 DAYS INTO A 14 DAY CONTEST.
Erm. Troll less?
-This isn't done yet, i will have to change textures lighting etc.
-OMG THOSE TEXTURES SUCKSYOUR MUMS BALLSFFS WTF OMFG GOTFO.
-Noway, sir.
-FFS TROLL OMFG WTF GOTFO.
Remember this (http://odin.mercenariesguild.net/tremulous/base/screenshots/shot0638.jpg)? Sadly, we had to remove it from Datacenter because it was just far too slow. It had a ridiculous amount of tris and was just horribly slow. I did save it to a prefab in our project so it may return if we can figure something out.How many tris is a ridiculous amount?
I think it was somewhere around 22k, even after an optimization that brought it down from 30k. Patches helped but it was still too much for one room.Remember this (http://odin.mercenariesguild.net/tremulous/base/screenshots/shot0638.jpg)? Sadly, we had to remove it from Datacenter because it was just far too slow. It had a ridiculous amount of tris and was just horribly slow. I did save it to a prefab in our project so it may return if we can figure something out.How many tris is a ridiculous amount?
:o that looks amazing! Doom 3 Almost!Unfortunately it brought down systems as much as Doom 3 did in its hayday.
Looking good there nubcake :)
There's a few little things I would change based on what I can see, though:
The outer walls (the rock) of that outside area need more height variation to escape that box-room feeling, especially because the area seem to be roughly square in shape, which just adds to that impression.
Some detail elements look like they really should me made with a smaller grid size, such as the railings on your walkways, which look a little too blocky at the moment. I' suggest making the vertical parts less thick than the horizontal part. Also, making them less thick altogether might be a good idea, 8 units(I think?) is a bit too thick for that kind of thing imo. Same thing goes for the girders, like those in your second shot, above that cave entrance. The uniform brush thickness looks odd.
The lack of 3-point-clipped detail elements is quite obvious as well. I'd recommend bevelling some edges, although this is entirely up to you.
Overall, looks like it has potential, keep it up, you're definitely improving :)
Have you noted the judges that you and Jake are working on that?
What's the theme of that map, Ame?
I should stop posting non-trem stuff hereI should
Nice, but if you want to censor fps you should use cg_draw2d 0 :angel:
It looks nice, but I think the more stuff you add, the higher advantage you give to Dretches and the like. There's a million places to hide and it'd be suicide for an unarmored human to walk out of the base. Unfortunately your map may become a total campfest for the humans if it gets any more cluttered with stuff.
well he did white out his fps. is the map even close to playable
Nice, but if you want to censor fps you should use cg_draw2d 0 :angel:
HAHAHAHA you caught me out. I was getting 35fps @1024x768 on a 1.8ghz celeron laptop, 1gb ram, Built in 64mb Intel gfx card :laugh: Also i havent made any of the walls structural cept the bounding box/roof so i hope to get 50 - 70fps which for comparison, i get 33fps on transit on the same settings :)
That shall be done today when I'm through with life. :)
Is that statue an assortment of brushes or a model? If it's the former, good job.
fricking awesome. how much affect does it have on FPS??
fps is overrated rain is fucking awesomefricking awesome. how much affect does it have on FPS??
As of right now your FPS just dies for the most part, lowest i got was 19 fps but that was with a finer use of the shader.
If i toy around with it i could probably make it more fps friendly.
Actually mostly quad-soup, with tri-souped bits to turn corners and the like.
Ohh, looks nice. I personally think that your skybox needs to be a bit more overcast looking, and maybe have the clouds moving the same direction as the rain. ;)
Ohh, looks nice. I personally think that your skybox needs to be a bit more overcast looking, and maybe have the clouds moving the same direction as the rain. ;)
I was thinking the same thing. I might have a bit more of a look around. I want to make a video to show some of the features but my /video avi keeps stuffing up for some reason. Screenshots dont really do it justice.
"A small service area" Screenshot reminds me of the basement area of stack from goldeneye 64 :)
30fps on a built in 32mb intel video card on laptop :) from a thread i made on tremwars
Intel core duo 1.86ghz celeron laptop. Built in 32mb intel built in video card. 1gb ram running on vista.
Minimum FPS:
Rain map (with rain)
640x480: 52 1024x768: 20
Rain map (without rain)
640x480: 90 1024x768: 75
Transit (comparison)
640x480: 56 1024x768: 27
Jake has similar specs but a 9800GT and gets 90fps at all times on any resolution. So its really down to video card
kaleo, finish that map, it looks really nice!
Put the OM above the brush you want it on and it will fall onto it(you won't see that happen).kaleo, finish that map, it looks really nice!
I would, except the OM won't spawn anywhere. Fuck knows why.
Put the OM above the brush you want it on and it will fall onto it(you won't see that happen).kaleo, finish that map, it looks really nice!
I would, except the OM won't spawn anywhere. Fuck knows why.
Put the OM above the brush you want it on and it will fall onto it(you won't see that happen).kaleo, finish that map, it looks really nice!
I would, except the OM won't spawn anywhere. Fuck knows why.
looks nice! what happened to the rain?
[img]Z....O.....M.....G :o
Tremulous running in XreaL with (very experimental)HDR enabled. Mr. Granger has stars in his eyes!
odin> how the hell did you get that working :O hows the engine running, does it lag alot?I didn't do anything. Tr3B of the XreaL project decided to do it after many requests.
that actually looks really good, and might be a very nice way to secure trems future.
Thats actually crazyilly insane. Your a miracle worker
your face> THATS noice!! reminds me of the cod hangar :p
Uh nothing special, but just thought id show anyways, 2 days work so far
Uh nothing special, but just thought id show anyways, 2 days work so far
amazing pic
Maybe it only rains outside the castle? :P
Map looks nice, but it would be a bitch to play, especially as humans.that's exactly the point! :D
Very nice skybox thar. But as Kaleo said, your boat needs patch meshing badly. :P
Very nice skybox thar. But as Kaleo said, your boat needs patch meshing badly. :P
Thanks :) what part about the boat looks inrealistic so far?
(not a trem shot ;))
Textures! :DEr, I think the normalmaps need to have more depth.
(not a trem shot ;))
And yes, I'm aware of those diagonal lines going across the tiles :-\
:(Maybe it only rains outside the castle? :P
I think someone missed a page. ;)
I see no mirror hax in Brain's screenshot, l33t or otherwise.
Last teaser shot before release. D:
(http://superpie.info/shot0006.jpg)
(shot taken by superpie)
oh hey, I know that map!
@fleash, 'scuse me?(http://i285.photobucket.com/albums/ll78/XT-Xoxide/38fb3w.jpg)
Thank you. >_>
(http://cocoapet.googlepages.com/OKAYSEEddd.jpg)
Please don't quote images. Thanks. :]Thank you. >_>
[mg width=960 height=768]http://cocoapet.googlepages.com/OKAYSEEddd.jpg[/img]
looks wonderful. xD just wanted to crack a joke there wasnt saying anything negative about your map :S my bad
Did the Odin Tanker sink?
We had an SVN repository and everything. When he decided to stop mapping I gave up. I still have the map; I might continue it later as a solo project.Did the Odin Tanker sink?
Ever since supertanker left it looks like it... :(
So what is in the back? Train is in a dead end and has hole in it?It's the end of the world.
CreatureofHell: In your first photo of "arcturus" add a couple barrels, to hide behind and shoot mosin nagants thru the little spaces. ;)Yes sir! At first I was thinking boxes, but barrels do sound nice. ;)
I fhe does it that way its harder to add a third base place than it is to create all at the same time
A SCRENSHOOT FRUM MY LATEST MAP ATCSKITCHENwhat model did you replace the stove with? Nice job but the textures look high quality hopefully not to many mbs.
[img width=1024 height=768]http://dl.getdropbox.com/u/303348/stove.jpg[/im]
A SCRENSHOOT FRUM MY LATEST MAP ATCSKITCHEN
http://dl.getdropbox.com/u/303348/stove.jpg] width=1024 height=768]http://dl.getdropbox.com/u/303348/stove.jpg (http://width=1024 height=768)
The map is very bright though, but I'm working on fixing that.That's because you compiled it with fullbright on :P
trak please map for tremulous again.
As soon as I get unbusy enough to port the xreal renderer to tremfusion! ;DXreaL's renderer has various client-related things that make it incompatible with ioQuake3. Porting the XreaL renderer to ioQuake3/Tremulous would break compatibility.
The map is very bright though, but I'm working on fixing that.That's because you compiled it with fullbright on :P
@TRaK: That texture set looks like an orgasm all over the walls.An orgasm from what?
I AM ABOUT TO CHANGE YOUR LIFE!
shift + B is the shortcut for Fit.
wait i tried it an nothing happens? what should happen?
Continuing my push q3 to the limit map:
http://janvanderweg.com/pics/tremulous/greenhouse_5.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_6.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_7.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_8.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_9.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_10.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_11.jpg
Can the destruction of that wall be restricted to a certain kind of weapon? Say, a lucifer cannon or a changun only?
Can the destruction of that wall be restricted to a certain kind of weapon? Say, a lucifer cannon or a changun only?
Yeh, but they are metal and the wall is concrete.
Yeh, but they are metal and the wall is concrete.
When construction workers make a concret builting they always use steel rods for supports, whos to say there arnt metal beams in those walls?
Can the destruction of that wall be restricted to a certain kind of weapon? Say, a lucifer cannon or a changun only?
This really makes things interesting.
no it's an entity.
no it's an entity.
so would it be a pre set model?
When I released the map I noticed that the .pk3 has missing textures, I updated with textures included inside .pk3 and still missing textures.Be sure that all JPEGs have no 'progressive' flag. Only plain JPEGs and TGA alowed. Also use only textures from your PK3. Its always best choice. And check all your shaders - may be you have errors there.
Most of the time I prefer creating multiple brushes and manipulating them to form the shape that I want. I find it offers a bit more control.
Well, I wasn't very specific in that post, but I use that approach for windows and doorways, mainly. Places with holes. Otherwise, I may start off with separate brushes, and merge them later.Most of the time I prefer creating multiple brushes and manipulating them to form the shape that I want. I find it offers a bit more control.you can have a N-gon with 3 point clipping from just one brush. And there is no way to make it out of a box by dragging the edges/verts. If you are going to make the same out of several brushes you are increasing vert and brush count, which is always a bad idea both for render, memory usage, and having a nasty limit for those things in q3map2.
Not sure about the textures on the pipes however.
Though Kaleo has a point - the pipe looks like it's made of asphalt.
I hate to say it, but I'm not liking the brushwork. Looks a bit amateurish in my opinion.
I hate to say it, but I'm not liking the brushwork. Looks a bit amateurish in my opinion.
That's because it doesn't move in the shot.
Crazy fps...More like cheater FPS!
Only half a beast.Crazy fps...More like cheater FPS!
Ooh, that pic from Roomy reminds me of Doom, and that last shot from your unnamed map reminds me of a section in Halo 1. It all looks good.
<3
:O *drool*Yes, we decided to start working on Datacenter again.
does this mean the odintanker is still going? (im pretending to know what it is)
Mapgasm time.(http://images.encyclopediadramatica.com/images/f/fd/Picard-no-facepalm.jpg)
Mapgasm time.
May I be the first to say: Not really.Mapgasm time.
Welcome to the tremulous.net forums everyone!
On-topic: Map does indeed look mapgasmic.
Mapgasm time.
Welcome to the tremulous.net forums everyone!
On-topic: Map does indeed look mapgasmic.
May I be the first to say: Not really.
Mapgasm time.
Welcome to the tremulous.net forums everyone!
On-topic: Map does indeed look mapgasmic.
May I be the first to say: Not really.
I think he was talking about looking at all the photos in this thread.
EDIT: NVM?
Nerdgasm!
ok, no more plants on snow:
Hi, after all this time with trem I decided to try mapping. D:Not bad. One thing i notice is the blandness of the floor. Give it a trim or lower the middle section.
So... after about 5 days of learning radiant. (Not 5 whole days >.> ) Here I am playing around with a few concepts/ideas.
Hey TraK, you seem like a fairly decent mapper.lol, i agree, TRaK you should make some moor maps for tremulous, although I love your current trem maps :)
I just discovered this cool new game. It is free and is called Tremulous. (http://tremulous.net/) They are coming out with a new version soon. Anyways, they have this mapping program which you can make maps for tremulous and try it out! I think you should map for tremulous, it looks cool.
P.S. Mods, please ban TraK from forums if he has not made 5 perfect maps in the next week.
:F why they don't want to add parallax mapping :( You will never get that kind of graphics with current outdated engine
Looking good, you two. I see moose is going for the arachnid approach. :)
Steampunk dabbling:YEEAAAHHHH! STEAMPUNK! :D
Steampunk dabbling:YEEAAAHHHH! STEAMPUNK! :D
...because there's no pipespam like the gleaming polished copper and brass of yesteryear ;)
TRaK: <3
Luci floating above red dirt?If you look closely you'll see a small cylinder under it, in front of the handle.
Lucifer Cannon!
[img 5]
Indeed! :D[img 5]
That's my goon!
Indeed! :D[img 5]
That's my goon!
[img 5]
That's my goon!
[img 5]
That's my goon!
The goons were everywhere, how do you know it was yours? ;)
Continuing my push q3 to the limit map:where did you go to get the armor and the gun?
http://janvanderweg.com/pics/tremulous/greenhouse_5.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_6.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_7.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_8.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_9.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_10.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_11.jpg
lol necroquote :P
He made them for 1.2, he's Tremulous' developer.
lol necroquote :PThat is cool!!!! ;D ;D :D :D
He made them for 1.2, he's Tremulous' developer.
Spekkin of Stannum... He just put up two new pics of the new "pulse effect"
http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg)
http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg)
Hawt.
Spekkin of Stannum... He just put up two new pics of the new "pulse effect"
http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg)
http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg)
Hawt.
Is it just me or do these links not seem to work?
Spekkin of Stannum... He just put up two new pics of the new "pulse effect"
http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg)
http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg (http://janvanderweg.com/pics/tremulous/pulseeffect2.jpg)
Hawt.
Is it just me or do these links not seem to work?
ellohir@formenos:~$ wget http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg
--22:42:23-- http://janvanderweg.com/pics/tremulous/pulseeffect1.jpg
=> `pulseeffect1.jpg'
Resolviendo janvanderweg.com... falló: Nombre o servicio desconocido.
@moose
very very nice. Love the lighting in the first. The second seems a bit dull in comparison, and also seems a bit too mich like archnid :p
@Flesh eater
Trem campaign :O Im interested!
Pipe spam! :-X
SuperpieSuperpieSuperpieSuperpieSuperpieSuperpieSuperpie
Pipe spam!
Oooh, I might be willing to lend a hand with the campaign project, assuming it doesn't turn into some dead project.
Nice shoots @ moose.
Oooh, I might be willing to lend a hand with the campaign project, assuming it doesn't turn into some dead project.
Nice shoots @ moose.
ill help too if you like my first map which i finished but for some reason it doesnt show up in my game after i put the .pk3 in my base. but yeah if you think its any good ill be willin to help
Flesh eater, next time you're on a server, go look at Station15-beta3 ;)
You should become a professional mapper..
No models used, nor any non-default visual settings.Stop posting pr0ns. There are children here.
No models used, nor any non-default visual settings.Stop posting pr0ns. There are children here.
Will that map be used for the objective server? I'd love that and it certainly has the same feel as blackout.
objective server great idea,Unvanquished mod sucks!Will that map be used for the objective server? I'd love that and it certainly has the same feel as blackout.
According to him, it will be for the Unvanquished mod.
Don't take my word for it though. Waiting for conformation.
objective server great idea,Unvanquished mod sucks!Will that map be used for the objective server? I'd love that and it certainly has the same feel as blackout.
According to him, it will be for the Unvanquished mod.
Don't take my word for it though. Waiting for conformation.
objective server great idea,Unvanquished mod sucks!
objective server great idea,Unvanquished mod sucks!Will that map be used for the objective server? I'd love that and it certainly has the same feel as blackout.
According to him, it will be for the Unvanquished mod.
Don't take my word for it though. Waiting for conformation.
Lovely skybox. Hipshot?
ONLY 4 RLY COOL UNVANVANQUISHEDD MOD
I hope not!!!!!
ONLY 4 RLY COOL UNVANVANQUISHEDD MOD
Thanks for the easy post demolution.
(http://imn2rc.com/trident/trident4.jpg)
No models used, nor any non-default visual settings.
it's an unvanquished map, so, yes, tremulous.
superpie are you stealing my work! or just my ideas! that bridge looks like mine! close anyways to close!
superpie are you stealing my work! or just my ideas! that bridge looks like mine! close anyways to close!
7 days - :D
(http://i83.photobucket.com/albums/j293/strikefreedm/shot0006.jpg)
Nubcake: Those images look almost HL2-ish, especially the broken cityscape.
Oh, sorry, I don't think you're understanding what that screenshot is depicting.
That's purely the decorative exterior of the map. :>
So much win after a time of inactivity :o This is better than a movie! ;D
@Face: That's Stannum's "Greenhouse" map for 1.2
I would never laugh out loud at my OWN map.
What. Why would you post pictures of someone elses map. ???
What. Why would you post pictures of someone elses map. ???
Because I can. What's wrong?
I always post stannums shots, both of weapons and of greenhouse. He never gets around to posting them.
All looks very nice, but what's with the lighting in the first shot?Some shaders need tweaking.
Brain made the terrain model and core beam. <3That rockwall .md3 isn't quite textured as nicely as it should be. It was a quickie to see how .md3 terrain worked out. (so far its awsome)
hey yourface+brain, include all the smexy shaders for core beams and cool lighting in the blackout thingermabober so it shows up on radiant and mappers like me can steal it, thank youz.I believe that all the shaders and textures in blackout can be easily found and used, also the .map file is included so you can see how to use them. This new map is in no way related to blackout, however it may or may not use the amp entities.
Seriously though, PLEASE!
hey yourface+brain, include all the smexy shaders for core beams and cool lighting in the blackout thingermabober so it shows up on radiant and mappers like me can steal it, thank youz.I believe that all the shaders and textures in blackout can be easily found and used, also the .map file is included so you can see how to use them. This new map is in no way related to blackout, however it may or may not use the amp entities.
Seriously though, PLEASE!
make it into the Iron Giant (http://crunchgear.com/wp-content/uploads/ultimategiant.jpg) :(
lol it looks like an fzero track...
hey...
wut about...
TREM ZERO!
lol it looks like an fzero track...
hey...
wut about...
TREM ZERO!
Start your grangers! GO!!!!!
I'm right here! (http://"http://www.youtube.com/watch?v=XZpQ4i9c82A")
what do you mean by meld?Blend them. Make them look more natural.
Plus, I may switch out those textures...
I wouldnt say that its just slightly ew, but isnt brain and face working on something similar?
those trees look like a shroom
Looks Odd How?
How would I make Patches "More Organic"?
You're using like 5 textures...
Not including models. I would work on improving your detail/texturing/brushwork, not just hoping models will beautify it.
Blame Hendrich:
(http://img8.imageshack.us/img8/9064/evenmorecolours.jpg) (http://img8.imageshack.us/img8/9064/evenmorecolours.jpg)
1. That "mini-wall" texture behind the stairs sucks.The one to the left? Actually thats just a placeholder for a door....
2. Your gamma really, really sucks. You will want to fix that.
Alice in Tremulousland?LOL :laugh:
Alice in Tremulousland?LOL :laugh:
Suggested difficulty level looks like Rainbow Road on Mario Kart.[offtopic]^lol
Bissig has fallen to gravity.
Bissig -150
The world's hardest rubik's cube.
Suggested difficulty level looks like Rainbow Road on Mario Kart.[offtopic]^lol
Bissig has fallen to gravity.
Bissig -150
& MK '64?
Bitchin' game.[/offtopic]
Yup. That's why I specified '64.& MK '64?
Bitchin' game.[/offtopic]
Isn't rainbox road in W64 and GC 64 as well?
Now THAT'S a nice helmet!
Radioactive glow is rather soothing.
I hope the fps will be a bit higher than in "Insanity". Looks great though.Insanity's vis was a piece of shit. However, I am at a sort of mapping 'disadvantage' because since my system is rather powerful I don't have many FPS drops compared to other people. This sort of hides potential vis problems as I don't see the fps counter drop from my com_maxfps often.
Insanity's vis was a piece of shit. However, I am at a sort of mapping 'disadvantage' because since my system is rather powerful I don't have many FPS drops compared to other people. This sort of hides potential vis problems as I don't see the fps counter drop from my com_maxfps often.
Insanity's vis was a piece of shit. However, I am at a sort of mapping 'disadvantage' because since my system is rather powerful I don't have many FPS drops compared to other people. This sort of hides potential vis problems as I don't see the fps counter drop from my com_maxfps often.r_speeds?
...I am at a sort of mapping 'disadvantage' because since my system is rather powerful I don't have many FPS drops compared to other people. This sort of hides potential vis problems as I don't see the fps counter drop from my com_maxfps often.
You could pull up Virtualbox and see how fast it runs in there. They have working opengl support now. I played a session of Trem on a Virtualbox instance of Win7. FPS dropped about half.That doesn't simulate an NVIDIA Geforce 2.
your pipes in those pictures.... they're flat.Care to explain?
You could pull up Virtualbox and see how fast it runs in there. They have working opengl support now. I played a session of Trem on a Virtualbox instance of Win7. FPS dropped about half.That doesn't simulate an NVIDIA Geforce 2.
Moar detail Spork! Nice nevertheless. :)
Shall we presume that the mist will kill players who fall?
your pipes in those pictures.... they're flat.Care to explain?
your pipes in those pictures.... they're flat.
Slowing it down is not the same as having a Geforce 2 which does not have the capabilities of a Geforce 8800GTS.You could pull up Virtualbox and see how fast it runs in there. They have working opengl support now. I played a session of Trem on a Virtualbox instance of Win7. FPS dropped about half.That doesn't simulate an NVIDIA Geforce 2.
?
You said your gfx is too fast, I told you how to slow it down.. Or you could just use scrap parts of your old computers and build a crapchine to test low end configurations.
I like the hand drawn plan. :DHaha, yeah, that was my sketchup, Duck wanted to see, so I uploaded it lol
Why are all the best maps only made for amp?
guys, i cant be bothered to make a new thread, and i wanna show off some screens of my AMAZING map.
Umm basically i upgraded to vista, and the screenshots dont write to anywhere. When i hit f11, it just say "wrote to /screenshots/shot0000001" or something along those lines.
HALP MEH!
@Knowitall: Looks nice overall, although a bit too bland, I'd like to see some more variety in your texture usage.
exccelent brushwork, but the grey maps are grey (boring).
guys, i cant be bothered to make a new thread, and i wanna show off some screens of my AMAZING map.
Umm basically i upgraded to vista, and the screenshots dont write to anywhere. When i hit f11, it just say "wrote to /screenshots/shot0000001" or something along those lines.
HALP MEH!
...........
Screenshots are by default written to your /Application Data Tremulous folder, in /Application Data/Tremulous/base/screenshots but you could also just use a screen capture key shortcut, like Printscreen.
EDIT: @Winnie: I thought you meant maps which had been released, but in that case it just depends on who is making the maps. AMP doesn't do anything to change the looks in any of the pictures you've seen.
guys, i cant be bothered to make a new thread, and i wanna show off some screens of my AMAZING map.
Umm basically i upgraded to vista, and the screenshots dont write to anywhere. When i hit f11, it just say "wrote to /screenshots/shot0000001" or something along those lines.
HALP MEH!
...........
Screenshots are by default written to your /Application Data Tremulous folder, in /Application Data/Tremulous/base/screenshots but you could also just use a screen capture key shortcut, like Printscreen.
EDIT: @Winnie: I thought you meant maps which had been released, but in that case it just depends on who is making the maps. AMP doesn't do anything to change the looks in any of the pictures you've seen.
I dont seem to have an app data folder... and a search for screenshot or shot0000 it yields nothing.
guys, i cant be bothered to make a new thread, and i wanna show off some screens of my AMAZING map.
Umm basically i upgraded to vista, and the screenshots dont write to anywhere. When i hit f11, it just say "wrote to /screenshots/shot0000001" or something along those lines.
HALP MEH!
...........
Screenshots are by default written to your /Application Data Tremulous folder, in /Application Data/Tremulous/base/screenshots but you could also just use a screen capture key shortcut, like Printscreen.
EDIT: @Winnie: I thought you meant maps which had been released, but in that case it just depends on who is making the maps. AMP doesn't do anything to change the looks in any of the pictures you've seen.
I dont seem to have an app data folder... and a search for screenshot or shot0000 it yields nothing.
Run -> %APPDATA% ?
@Moose: I just mean that a lot of these purty maps are destined for AMP and not vanilla.And is that a bad thing?
In regards to my gray texture choice, someone rig up a HUD that puts a large transparent coloured square over screen. That'll solve things :D (Sepia Tone anyone?)There's one that features a "full screen boost bar" (which I hate).
@Moose: I just mean that a lot of these purty maps are destined for AMP and not vanilla.
may i suggest something futuristic, seeming as you want a variety of areas, and most of them are more mideviel.
those textures look crap without nm/specIs that an insult or a compliment?
looks like something you'd expect from... spork or tamaru
take it any way you want
have fun sinking in the same boat as tamaru tho
take it any way you want
have fun sinking in the same boat as tamaru tho
excuse me? i haven't made a map or even shown a map publicly in centuries because my gtkradiants 3D box wont let me move around for some reason..... and just because i i set goal for me and my community you make fun of us? listen i don't give a fuck that you dissed me.... what i care about is that you should realize all i want to do is just make something that people can enjoy and have fun with, i don't care if you hate it, make fun of it, or disapprove of it.
My Goal-To make something that the user will understand,enjoy, and have continuos fun on..... by the community for the community eh?
so thorn, hate me ass much as you want but i willl keep making those shitty maps and mods you hate so much....have fun putting a turkey baster up your fathers rectum :D
epic first map, <3
epic first map, <3
I second that.
A modeler and a mapper? Well, well.
Lightmaps are just too low quality, and shadows are not calculated as well as they could be. You can fix this by splitting the surface this happens on between the light and dark areas.How do you mean?
Or by using angled brush joints...Yeah, on a psuedo curved roof? not likely gonna happen.
quick update on the train, trying to figure out which one looks best...
quick update on the train, trying to figure out which one looks best...
quick update on the train, trying to figure out which one looks best...
Probably the one that uses more than one texture. Ohwait...
(Hint. Use more than one texture.)
quick update on the train, trying to figure out which one looks best...
Probably the one that uses more than one texture. Ohwait...
(Hint. Use more than one texture.)
Finding textures for a brush made train is extremely difficult. I literally took me about an hour to find a dark cast iron texture.... If it were a model i could just find a single train texture and apply it.
Yes rep, I think i will use the red and yellow for a train station, hopefully there will be more textures available to use
quick update on the train, trying to figure out which one looks best...
Probably the one that uses more than one texture. Ohwait...
(Hint. Use more than one texture.)
Finding textures for a brush made train is extremely difficult. I literally took me about an hour to find a dark cast iron texture.... If it were a model i could just find a single train texture and apply it.
Yes rep, I think i will use the red and yellow for a train station, hopefully there will be more textures available to use
http://www.cgtextures.com/textures.php?t=browse&q=169 (http://www.cgtextures.com/textures.php?t=browse&q=169)
And I don't mean you need 50 different textures, but the cylindrical part of the train should have a different texture than the conductor's room behind it, and the base underneath it. It's also a good idea to have the detailing be different too.
Specular highlight on the tube in transit using per pixel lighting with GLSL shader:do continue...
(http://img522.imageshack.us/img522/5052/shot0000f.jpg)
Does it still modify the alpha channel of the specular texture(nowadays called a specular map)?
I intend to make map that prefers “nonbattlesuits” and “nontyrants” but is fine for all other classes, making it easier for both teams to go out, the narrow and rather twinkled paths should discourage the use of flamers and lucis, but all this (and if it is useful) will be shown during gameplay tests, at this stage, I am still struggling to find enough time to actually map the whole thing ;)
It depresses me to see your work and know it's not for trem :-Fortunately! Trem on a medieval setup, would be ridiculous
It depresses me to see your work and know it's not for trem :-\Fortunately! Trem on a medieval setup, would be ridiculous
Last one kinda fits. There are too many unpainted shiny metal parts.
Man, that reminds me of HL2.
Man, that reminds me of HL2. That's gonna be a good one; creepy lighting. Are you going to have atmospheric moans and screams and maniacle laughs? Have a room with clowns. kthxbai
Make the hanging lights out of brushes, or use patchshadows (not advised).
You can see quite clearly that they leak through and light up the entire ceiling. (IMO very cheesy looking.)
By the way, you should try using models, they are great for spicing up a map.
Various models/textures for xreal-based projects:
Just test scenes, lighting/geometry are not final.
It depresses me to see your work and know it's not for trem :-\They are assets that could be used to port trem to a somewhat less dated engine (i.e. XreaL). It's not like TRaK has implemented an anti-trem DRM scheme...
fact: Trak is plotting against trem. He posted untrem screenshots in trem!
Various models/textures for xreal-based projects:
Just test scenes, lighting/geometry are not final.
Oh for fax sake! Now I have to clean everything up again and it's all your fault.It depresses me to see your work and know it's not for trem :-\They are assets that could be used to port trem to a somewhat less dated engine (i.e. XreaL). It's not like TRaK has implemented an anti-trem DRM scheme...
( Unless thats why 1.2 took so long and there also prepareing an new engine)Devs were afk since 1.1 official.
Models are more efficient, you should really consider using them... :P
In one of my other thread I claimed that I was going to make the most detailed trem map ever seen... well im not there yet but 2 days in atm. These will become much more nice to the eye in a few days after christmas... happy holidays all
In one of my other thread I claimed that I was going to make the most detailed trem map ever seen... well im not there yet but 2 days in atm. These will become much more nice to the eye in a few days after christmas... happy holidays all
Two things. First of all, this is development shots, but if it's going to be much nicer in a few days, coudn't you just have waited to show us then?
And second I'm not seeing a lot in the way of 3 point clipping, stuff like that that really steps maps up a level. If you want to make a highly detailed room you will need to take advantage of these techniques.
Looks very interesting so far, a nice start.
I don't see why you work on 1 day maps when you can do this
That entire room uses 3 point clipping the whole way around...
The map will be made using entirely standard trem textures too.
Just think, without gray, the world would be a very colorful place.
We could also use more FALCON PAWNCH (http://www.youtube.com/watch?v=Lly6rCcp09E) color.Just think, without gray, the world would be a very colorful place.
Funny. I think grays (http://www.youtube.com/watch?v=r0fHJqBvGpg&fmt=18) are what make the world so colorful (http://www.youtube.com/watch?v=d6LkR2R-Uug&fmt=18). Of course moderation is a must, as with everything else. :P
First picture is very nice, better with out the fog for sure.
The second one is a bit.. yech though.
I don't know what purpose you could think of to stick floating bright blue squares in your map, but it looks very not appealing to me. And secondly, you should trim, or adjust the texture on the wall in the top right in your second (different room) picture, it looks rather cut off as is.
The additional lighting around the top and bottom of the central column-thing looks good, I'm not entirely sure about the green band running around the middle though.
Since you claim to be making the "most detailed map trem has ever seen," I feel that I have the right to critique it... rougher than usual. Firstly, if you are going for "the most detailed map trem has ever seen," you have a serious lack of details.
Since you claim to be making the "most detailed map trem has ever seen," I feel that I have the right to critique it... rougher than usual. Firstly, if you are going for "the most detailed map trem has ever seen," you have a serious lack of details.
Well this thread is titled random DEV shots isnt it? Please critique what has been devloped as opposed to what has not. The map is still being developed hence why im asking for tips to make it look nicer :)
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps
nah its not gunna be the most detailed ever anymore, im putting more effort into 3d max to have time to make this the mopst detailed... just a map now. one of my first true indoor maps
It's fine. I just can't stand people who have such enormous egos. Hendrich's right, keep up the good work, and just don't set huge, egotistical goals. ;)
But why waste my time on a map that will in all likliness rarely get played like other custom maps? Out of the 160 servers shown, 13 had customs maps, with a total of 8 players on them. May as well make it for fun. Thanks for tips all, ill try and work on the texturing and making some more natural lighting rather than blue/green :) Btw I have only made 1 room and 1 'hall', so i will try to break it up over the course of the mapPatience. You have some good stuff there and players remember the good stuff. 1.2 will solve the download problem.
Playing around with Soubok's Pulse"Playing around"? I can't even recognize that place D: But it looks awesome!
[/img width=1024 height=576]http://www.haosredro.com/trem/img/shot0497.jpg[/img]
The water room (I think). I didn't recognize it at first, but that's one of the alcoves that all the pipes go in to. IIRC, it leads to.. Under a staircase?Playing around with Soubok's Pulse"Playing around"? I can't even recognize that place D: But it looks awesome!
[/img width=1024 height=576]http://www.haosredro.com/trem/img/shot0497.jpg[/img]
Also, is that sputnik entirely brush made, because thats some mighty fine work.
Here are some early shots of the power generator room, I will convert this into an alien base. Im looking for some electrical spark effects as the rings rotate around the generators..Are you married?
[img width=960 height=768]http://i530.photobucket.com/albums/dd342/prof_flex/shot0259.jpg[img]
[img width=960 height=768]http://i530.photobucket.com/albums/dd342/prof_flex/shot0260.jpg[img]
Here are some early shots of the power generator room, I will convert this into an alien base. Im looking for some electrical spark effects as the rings rotate around the generators..Are you married?
[img width=960 height=768]http://i530.photobucket.com/albums/dd342/prof_flex/shot0259.jpg[img]
[img width=960 height=768]http://i530.photobucket.com/albums/dd342/prof_flex/shot0260.jpg[img]
No?
Let's.
You could get some spark-like particle effects (don't ask me how to write them >_>) and toss them on or around those rings.
In the first screenshot, are those beams going across the open roof wallwalkable?
grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey.
Looks, great, the brushwork and stucture are amazing. But you texturing is lacking, you really need to get some colour in there. And by colour i dont mean bright pinks and reds, i just mean other colours than grey. It looks thoroughly monotone and thus dull.
I cant really give advice on how to do this, as its a vast job, and its kinda of a skill to mix textures which arent of the same colour.
grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey grey.
Looks, great, the brushwork and stucture are amazing. But you texturing is lacking, you really need to get some colour in there. And by colour i dont mean bright pinks and reds, i just mean other colours than grey. It looks thoroughly monotone and thus dull.
I cant really give advice on how to do this, as its a vast job, and its kinda of a skill to mix textures which arent of the same colour.
exccelent brushwork, but the grey maps are grey (boring).
Seeing as i cant post ingame shots, im gonna do the taboo GTKradiant shot. A map im currently deving and hoping to finish, however, ive ran into a few problems. My simple patch meshes allow buildings to fall through them :S If anyone could help?That happens sometimes. Just treat the patch meshes like models, and clip them with some caulk brushes.
Like the concept :P?
[img]http://i91.photobucket.com/albums/k320/amz181/disco.jpg[img]
Its not finished but i needed to sort out this patch mesh problem. You see that out of place tremor texture? The curving counter(out of place brown) next to it is an example of where buildings fall through, if i build ontop of the counter the building will fall through onto the floor below.
The same is true for any other patch meshes ive used on the floor, e.g below the curving silver railing, there is a patch mesh, buildings sink through that.
What seems to be the the problem with taking screenshots? Are you using the Print Screen key or a bind?
im pretty much a nub in radiant. Could you pwetty pwease gimme a step by step?It's pretty simple, really. Just fill in your patch-mesh areas with caulk brushes. It doesn't have to be perfectly aligned.
Amz: If screenshots in trem are not working, than use a screen capture, either your OS's default key-shortcut, or some external program.Fraps, x-Fire and Steam are all good alternatives to in-engine or OS screen capturing.
Try switching to grid256 and hitting ctrl+G with your satellite selected. This will fix everything. Otherwise, you should really make that into a model.lolololol You mean Grid0.125? Cuz with Grid256 it will just break or disappear. But even with the smallest grid, you might need to be careful, or do it part by part, and make sure all brushes are fine (no missing vertices) after it.
nubcake, change some of the map geometry to fix those ugly shadows on the ground. I suppose patches don't cast shadows, so it's only those brushes on the patches that do (and it's hideous).
Try switching to grid256 and hitting ctrl+G with your satellite selected. This will fix everything. Otherwise, you should really make that into a model.lolololol You mean Grid0.125? Cuz with Grid256 it will just break or disappear. broken like atm.
Are Taiyo and I the only people making maps?? I would love to see more dev shots :D
Too clean... I expected dust and blood covered floors
And its A-Ehm-Zed ill have you know.Alphabet fail! D:
This is a pretty basic thing, but a lot of mappers seem to forget about things like this. Your fence just goes up until it meets with the ceiling, and down to the floor. Instead, have a metal beam be covering the area where it meets the surfaces, because otherwise it looks really unrealistic and bad. When you have a nice brush that follows the fence along the floor or ceiling it will be much nicer.Except one case - fence can be not connected to top and bottom beams... =)
FINALLY A DIFFERENT TEXTURE SET!Its already was used for trem maps. Its was used so rarely just cauz it dsnt really fit tremulous theme. =)
FINALLY A DIFFERENT TEXTURE SET!Its already was used for trem maps. Its was used so rarely just cauz it dsnt really fit tremulous theme. =)
FINALLY A DIFFERENT TEXTURE SET!
Getting other textures in your map = HASSLES, thus people are lazy and just re-use textures.
I'm a mapper, so I count as a person with an opinion, right? Don't answer that. No, shut up. Don't answer that. Stop your chuckling, STOP YOUR CHUCKLING. I COUNT AS A PERSON.
I'm a mapper, so I count as a person with an opinion, right? Don't answer that. No, shut up. Don't answer that. Stop your chuckling, STOP YOUR CHUCKLING. I COUNT AS A PERSON.
Not really...
@ Other malinformed nerds: Shut up
Looks like you regenerated models from the texture heightmaps, looks pretty neat. You might want to run over a light specular shader in very subtle form and fix up the lighting. Looks great, keep it up :>
@ Other malinformed nerds: Shut upLooks like he just did the height manually. If there was a way to generate geometry from a heightmap, I would like to know as soon as possible.
Looks like you regenerated models from the texture heightmaps, looks pretty neat. You might want to run over a light specular shader in very subtle form and fix up the lighting. Looks great, keep it up :>
Some colour would be nice, grey is kinda boring.....
@nubcake: it's not that bad, just very grey.
Some colour would be nice, grey is kinda boring.....
@nubcake: it's not that bad, just very grey.
Yeah fair enough. I just cant stand when you say what you think and then because someone disagrees you are now 'misinformed'
Some colour would be nice, grey is kinda boring.....
@nubcake: it's not that bad, just very grey.
Yeah fair enough. I just cant stand when you say what you think and then because someone disagrees you are now 'misinformed'
Some colour would be nice, grey is kinda boring.....
@nubcake: it's not that bad, just very grey.
Yeah fair enough. I just cant stand when you say what you think and then because someone disagrees you are now 'misinformed'
Thorn said malinformed. : D
Face: how can I get a scroll bar in my sig? lol
To hell with subtle. Go overboard.
http://janvanderweg.com/pics/tremulous/colourswheeee.jpg
IMO it is photoshocked
Lighting is executed brilliantly, but some coloured lighting on the walls wouldnt go amiss. (low value lighting)
You also may want to use the Surface Inspector to rotate and move a lot of those textures, especially around the core (bottom, middle, and top parts). Also, as amz said, you may want to make the lights different colored, white lights on gray is boring. Try light green or blue.I’ve had a shot at rotating the textures on the core but they never seem to line up. I suspect it’s because the problem-surfaces are 3-point-clipped, I can’t get my head around how textures are mapped in these situations.
Much better, looks awesome.I'd only change the stairs.
what stairs? if you mean the LADDER, then i'd agree, ladders ive been on, are generally alot more cylindrical.
I'd have to disagree with lowering the value of the white lights against the walls. I think that the slightly stark contrast is good and that lowering the value might leave it looking rather washed-out.
Click image for larger version.I want your babies.
In this thread: one or two people actually contributing, 10 people criticizing.
Double P.s if you want your maps to be played, UrT LOVE custom maps, I would recommend porting once you have finished it for trem.
What do people expect by posting their WIPs here? People post their dev shots here because, a) they want to show off their work to the community, and b) see what the community thinks about their work.
I always thought you were egotistical, but posting your pictures for the sole purpose of showing how oh-so-wonderful you are, and not to take criticism is ridiculous.
Many people gave Draeke good advice that will help make his map better, and judging from his progress, it definitely has helped him.
Nice, although that little red light looks a bit out-of-place to me.
why is there a random lickle red light?
Looks too much like a fan for a pc case to me. Especially the three bars/structures holding the center piece of it.
Looks too much like a fan for a pc case to me. Especially the three bars/structures holding the center piece of it.
Maybe the map takes place inside a computer? Did you ever think of that? No, so don't be so critical.
Looks too much like a fan for a pc case to me. Especially the three bars/structures holding the center piece of it.
Maybe the map takes place inside a computer? Did you ever think of that? No, so don't be so critical.
You show me a computer that has concrete inside and I shut up, k?
PleaspleasePLEASE tell me thats gonna be for trem.No. Its XReal screenshot, so until trem devs stuck with current engine we never gonna get such maps.
http://i231.photobucket.com/albums/ee138/2xG/xreal-20100225-102653-000.jpgI had that game. It is called oblivion IIRC. But I erased it; I don't like Medieval FPS.
http://i231.photobucket.com/albums/ee138/2xG/xreal-20100225-102653-000.jpgI had that game. It is called oblivion IIRC. But I erased it; I don't like Medieval FPS.
i dont like your face.
Because images can't show the awesomeness:Best ever!
http://www.youtube.com/watch?v=4W3zOq7tIZs
Don't think it's a random shit, I want to put it in a map lol.
Because images can't show the awesomeness:Best ever!
http://www.youtube.com/watch?v=4W3zOq7tIZs
Don't think it's a random shit, I want to put it in a map lol.
Because images can't show the awesomeness:Best ever!
http://www.youtube.com/watch?v=4W3zOq7tIZs
Don't think it's a random shit, I want to put it in a map lol.
Im already deving a disco map :P mines got better music than yours though :P
Because images can't show the awesomeness:Best ever!
http://www.youtube.com/watch?v=4W3zOq7tIZs
Don't think it's a random shit, I want to put it in a map lol.
Im already deving a disco map :P mines got better music than yours though :P
Well, I'm making a map with a disco too. But I don't know if I'll finish it, though. (It's more like a test, to learn mapping)
I saw your screenshot some days ago, that's pretty much what I plan to do, but I don't have enough skills in mapping to do that XD...
Note: I'd like to hear your 20mb-music-file when you make your map :)
Because images can't show the awesomeness:Best ever!
http://www.youtube.com/watch?v=4W3zOq7tIZs
Don't think it's a random shit, I want to put it in a map lol.
Im already deving a disco map :P mines got better music than yours though :P
Well, I'm making a map with a disco too. But I don't know if I'll finish it, though. (It's more like a test, to learn mapping)
I saw your screenshot some days ago, that's pretty much what I plan to do, but I don't have enough skills in mapping to do that XD...
Note: I'd like to hear your 20mb-music-file when you make your map :)
Lol, i compressed mine.
Yours looks real good, lights are awesome. You need better dancefloor textures though :P
Pssst, do you want to double-dev a disco map?
You aren't _meant_ to be making trem maps? Uh, what... I fail to see the logic.
Are the fish animated? :)
not bad, althought that texture on the left is waaaaaaay stretched out....+1
Nubcake, thate actually looks wonderful!
Expose more of the map to the water like the first screen (if you havent done so already), because it looks absolutely AMAZING.
Is the church kinda thing accessible? If so, having the stain glass as a patch mesh, which on the outside is stain glass, then add another mesh(orbrush), on the inside which is glass, just an idea. (or get a proper stain glass shader, if its possible :P)
For the water exposure comment, im thinking aquarium. (in structure)
really looks mazing nubcake.
What are those arms, exactly?
Kraken went to church.
Try an concentrate on gameplay aswell nubcake. No offence to you, but though your maps are usually smexy, you usually dont think about gameplay that much :PThats true. This time around ive developed the map first, then the scenery 2ndary
nono, you misunderstand, he's doing it on purplepurpose*?
nono, you misunderstand, he's doing it on purplepurpose*?
This is 10-year-old technology, please don't make it look like 20. :P
At least use higher-res textures.
Extreme copyright infringement?This is 10-year-old technology, please don't make it look like 20. :P
At least use higher-res textures.
Im trying to make it tongue in cheek, by using original gfx with original sounds etc
Extreme copyright infringement?This is 10-year-old technology, please don't make it look like 20. :P
At least use higher-res textures.
Im trying to make it tongue in cheek, by using original gfx with original sounds etc
Extreme copyright infringement?This is 10-year-old technology, please don't make it look like 20. :P
At least use higher-res textures.
Im trying to make it tongue in cheek, by using original gfx with original sounds etc
Extreme tongue in cheek copyright infringement.
Nope, because the textures havent been image dumped, they were recreated by pixel artistsHow does that make a difference if they are pixel-for-pixel recreations?
Nope, because the textures havent been image dumped, they were recreated by pixel artistsHow does that make a difference if they are pixel-for-pixel recreations?
The same as if I drew my own picture of the simpsons and sold it on t-shirts for money, the creators would not mind! D'oh.
Nope, because the textures havent been image dumped, they were recreated by pixel artistsHow does that make a difference if they are pixel-for-pixel recreations?
Laser turrets from the '50s...
Updated it last night. I really like the fallout-ish theme... The 1950s dam covering the old nuclear silo. Humans find it as there last hope of defeating the aliens, working feverishly to get it working again
Getting back into the mapping groove, hmmph.
[img width=960 height=768]http://farm3.static.flickr.com/2740/4549357262_640521e700_o.jpg[/mg]
edit: yay flickr
...anymore detailed, there will be mega FPS issues.
This was my final attempt at tweaking my reactor thing (done several months ago, posting now.)I Demand to play that map!
(http://img689.imageshack.us/img689/1300/reacimg2.jpg)
http://img689.imageshack.us/img689/1300/reacimg2.jpg (http://img689.imageshack.us/img689/1300/reacimg2.jpg)
CAMAN!Looks great. First person model looks abit off?
Wow that's the most perfect map I've ever seen.Hmmmm.... Sarcasm? :P
I don't think pipes are supposet to be square.Well, I tried to make pipes more 90 degree arcs, so humans couldn't run the curves.... but it won't work that way too.... back to rounded ones.
And repetitive textures are repetitive.No good textures found... yet.
Besides, i'm focusing more on gameplay, rather than textures. That's the most essential, ain't it? :)
What the....Besides, i'm focusing more on gameplay, rather than textures. That's the most essential, ain't it? :)
Definitely not. Both go hand-in-hand, though gameplay is way overrated anyways. :D
Ugly maps wont get played period, bad gameplay maps will only occasionally be played....
(http://img822.imageshack.us/img822/6774/slimealtshader.jpg) (http://img822.imageshack.us/i/slimealtshader.jpg/)That new is AWESOME : )!
(generator pic)take 2Nice. But I'd suggest that you place like 10 point lights around the central thingy of the generator so that it appears that the light is bleeding onto the shaft of the generator. Right now, it looks a bit weird. The concept is: "Here, it's full bright!" But it looks a bit like a whole different texture. If the light were bleeding a bit onto the shaft, this would look much better I think.
[img width=960 height=768]http://imn2rc.unvanquished.net/trident/screenshot-crane_forklift.jpg[img]woah, face, buddy i love ya, but less lights, more strength. that's way too spammy.
but but but lots of lights: http://www.worldofstock.com/slides/BIN2001.jpgthat sends me to a page that says "i h8 chu. no hotlinking." :(
D:
but but but lots of lights: http://www.worldofstock.com/slides/BIN2001.jpg
D:
Looks good, glad you are working again. My advice and designs seem to work well for you.
Looks good, glad you are working again. My advice and designs seem to work well for you.
I see a missing texture!
The floor is also that shiny shader by Ingar so it's somewhat reflective.
You're right, but it does somewhat give the impression of being reflective. :pThe floor is also that shiny shader by Ingar so it's somewhat reflective.
It doesn't change how lighting is affected though. (Unless I've missed something huge)
(http://img153.imageshack.us/img153/9478/shot0001i.jpg)
A scene realized during a challenge on Urban Terror. No editing.
(sorry for my bad english :))
nice first post, silla! :P
@nubcake:
r_ext_texture_filter_anisotropic "1"
r_ext_max_anisotropy "2" (or however high that number can go)
then use print screen and paste to gimp or something.
Also, try turning on bloom to a barely noticeable setting. (Don't tell anyone I said that.)
Not too shabby. You are good at taking pictures. Seems my designs are working well for you.
Yeah I didnt realise lol. Im just using normal niveus ones
/me is pumped to play the new promaps
I go away for ten days, come back, and what do I see?
New WIP screenies from both brain and faes!/me is pumped to play the new promaps
nubcake: interesting lightning there but apart from that the outside looks horrible. Though no doubt you already knew that and will fill it in. :)
knowitall66: I like the hard landing WIP, and the bsuit production room is an interesting concept and the area is gaining detail nicely. I hope the lightening effects turn out well as it'll be good to see animated lightmaps used for something other than flickering lights.
faes: That's NSFW.
Oh don't be silly. If it were nubcake's map it would be in one of nubcake's post... HURRRR DURRRR derp derp
Looks very cool but... what is it? ???
What flavor ???Looks very cool but... what is it? ???
Ice cream.
Looks very cool but... what is it? ???Originally I was going to build an entire map around that structure. Basically players would navigate the structure via walkways and jump pads connected to its side. I didn't like the idea in the end so I never finished it. The structure itself was designed to be overwhelmingly large, so I guess it could be something along the lines of a shrine or a cultural icon.
Draeke: that looks pretty nice... and unusual ??? Could use some sort of background tho. If the angles are <= 45 degrees then you could make it into a jump puzzle :oYeah I was definately going for a unique feel. Funnily enough, trying to wall-jump to the top as mara was one of the first things I did after getting the main geometry done (the whole structure is walkable/wall-jumpable besides the top bit).
The map is called Antares.Lol, that was the name of my map! I was doing it like a year ago, though stopped due to lack of inspiration and bla bla bla. IIRC it was a some big star or something
LOL [2]QuoteThe map is called Antares.Lol, that was the name of my map! I was doing it like a year ago, though stopped due to lack of inspiration and bla bla bla. IIRC it was a some big star or something
underagemappingftw
Holy shit! If that isn't amazing I don't know what is!QFT!(-language)
It seems to be more than potential to me.
oh phew, much much better. :D
@knowitall, looks nice.
Im 18, do i have potential?? Huh?Umm, more than enough to share. Just kidding. Great detailing. Wanna see map on game someday.
mac pro
outside is too open"" Still a work in progress
:'( :'( :'( :'( :'( :'(Great just great. I cant test map out. I finished it and I cant test it out. Something about a set brush null.... ??? ??? ??? ??? IM brain dead any help????????
:o Show stannum your ferns.Making those models wasnt so easy, but i like them too. =] Standart trem models a bit... mm... ugly.
Growing room. Lights temporal, little lack of details. But too few screenshots here last days, so... =]Try adding 'noMipMaps' to the grate shader on the floor to prevent it from 'fading' out in the distance.
(http://www.tremlair.krond.ru/images/9/9/4c8d49d7606224c8d49d760659.jpg)
Growing room. Lights temporal, little lack of details. But too few screenshots here last days, so... =]System Shock 2 - Hydroponics :)
(http://www.tremlair.krond.ru/images/9/9/4c8d49d7606224c8d49d760659.jpg)
]Try adding 'noMipMaps' to the grate shader on the floor to prevent it from 'fading' out in the distance.Thanx for advice. I know about it, but it only dev shot. I used grate shader from other map, most shaders will be redone and replaced here. =)
System Shock 2 - Hydroponics :)Seriously? There same room design? O_o
Reminds me of it. It's not visible in this screenshot (http://img809.imageshack.us/img809/6705/vlcsnap2010091315h38m39.png) but there are 4 rooms there that look the same.System Shock 2 - Hydroponics :)Seriously? There same room design? O_o
1) AWESOME game. Long, though (and it lost its fun for me around the mall area and then in the body of the many). I think my first play-through was about six or seven hours. I kinda want to get on Hamachi and replay it, now.System Shock 2 - Hydroponics :)Seriously? There same room design? O_o
Growing room. Lights temporal, little lack of details. But too few screenshots here last days, so... =]Very nice. Looks futuristic all ready.Keep it up man,,, ;D ;D ;)
(http://www.tremlair.krond.ru/images/9/9/4c8d49d7606224c8d49d760659.jpg)
2) AWESOME screenshot. Keep it up CATHA. - Hey, I've seen a lot of work from you (and it's all been very nice), but I don't remember if you've ever gotten any project to the release stage. Have you?Mostly mapped under instagib mod. Released: pumpstation, ig_icetrap, ig_portal, ig_notuh, ig_ut_baeza (port from UrT), A.T.D*S-R (full remake of A.T.D*S
2) AWESOME screenshot. Keep it up CATHA. - Hey, I've seen a lot of work from you (and it's all been very nice), but I don't remember if you've ever gotten any project to the release stage. Have you?Mostly mapped under instagib mod. Released: pumpstation, ig_icetrap, ig_portal, ig_notuh, ig_ut_baeza (port from UrT), A.T.D*S-R (full remake of A.T.D*S
I just dont like post incomplete or bad maps.
2) AWESOME screenshot. Keep it up CATHA. - Hey, I've seen a lot of work from you (and it's all been very nice), but I don't remember if you've ever gotten any project to the release stage. Have you?Mostly mapped under instagib mod. Released: pumpstation, ig_icetrap, ig_portal, ig_notuh, ig_ut_baeza (port from UrT), A.T.D*S-R (full remake of A.T.D*S
I just dont like post incomplete or bad maps.
Where can I get those ferns :o
Where can I get those ferns :oNowhere i think. Still not released. =D
IIRC They're from SimonOC's PoM map:
http://www.simonoc.com/pages/design/maps_q3/pom.htm
The source/dev stuff is available there.
IIRC They're from SimonOC's PoM map:
http://www.simonoc.com/pages/design/maps_q3/pom.htm
The source/dev stuff is available there.
IIRC They're from SimonOC's PoM map:LoL, they not. I made them and some more grass stuff for my maps. =D In PoM good too, but i prefer mine. =}
http://www.simonoc.com/pages/design/maps_q3/pom.htm
The source/dev stuff is available there.
Growing room. Lights temporal, little lack of details. But too few screenshots here last days, so... =]System Shock 2 - Hydroponics :)
(http://www.tremlair.krond.ru/images/9/9/4c8d49d7606224c8d49d760659.jpg)
/me smashes head on big red buttonM.E.G.A.S. XLR ftw?
ohhhh, small different displays! little shimmering lights on the panels :)
Then why don't you just make some...ohhhh, small different displays! little shimmering lights on the panels :)
lol i'd love to put on more displays but ive ran out of textures :P lights sound good :)
Then why don't you just make some...ohhhh, small different displays! little shimmering lights on the panels :)
lol i'd love to put on more displays but ive ran out of textures :P lights sound good :)
you could use some from dryout
Why is the chandelier casting a shadow on the roof?
Why is the chandelier casting a shadow on the roof?
becayse im currently using spot lights and not shaders (yet)
Not too bad but it would look better if that texture on the piece you're looking at in the first shot was straight.Mhm. Far as I know, there's a button for texture lock. Make your piece straight, click that, then rotate it.
Mhm. Far as I know, there's a button for texture lock. Make your piece straight, click that, then rotate it.AFAIK its not working with rotating. Usually i apply textures and align them manually - fit and such tools too... weird. =)
You're using NetRadiant? I just checked and it works.Mhm. Far as I know, there's a button for texture lock. Make your piece straight, click that, then rotate it.AFAIK its not working with rotating. Usually i apply textures and align them manually - fit and such tools too... weird. =)
Just choose one face and play with 'angle', Firstinaction.
sooo i wanted to make a spaceship-like map... so i made some concept, what do you guys think? other than touching up the lighting since it was kinda messed up.there are lighting, and texture stretching and resolution problems, but other than that, I think you've got a pretty original look to those shots.
http://img20.imageshack.us/img20/3383/shot0010a.jpg
http://img248.imageshack.us/img248/8720/shot0011w.jpg
http://img185.imageshack.us/img185/6715/shot0012v.jpg
do you think this should be the theme of my next map?
http://img27.imageshack.us/img27/5935/shot0002tn.jpg
you mean http://www.simonoc.com/pages/articles.htm ?http://img27.imageshack.us/img27/5935/shot0002tn.jpg
Is there any good tutorial on making decent looking outside scenes like this? My soup-fu and shader-fu are not up to par.
how come i cant map that good :(
how come i cant map that good :(
... though humans will love to camp in that hallway at #3
... though humans will love to camp in that hallway at #3
You're probably right, but this hallway is about 4 times shorter than ones from Antares. Progress, isn't it? ;)
(http://img153.imageshack.us/img153/9350/shot0032g.jpg)That is not 65%.
latest progress, 65% complete
For mooseberry I clipped the side off that ledge.LoL, you too decided make bump wall with that texture. =)
Some sketches from map I currently making:
1st level of base tunnels
(http://www.tremlair.krond.ru/images/2/3/4b58d3991b7c14b58d3991b7fd.jpg)
Ground access hall
(http://www.tremlair.krond.ru/images/5/1/4b58d2991aba14b58d2991abdb.jpg)
Stealing? LoL! Really. I just read about this texture set and want try it. Its free for use or modify. And its already ready for trem as fas as it in .tga format.
UPD: Lol i can say too that c4 stole my texture set, 'caus i posted screenshots with such texture set in this topic long time ago. But its nonsense. =D
good job stealing my texture set that i just spent ages porting into a trem-friendly shader :'(
Another simple boxish sketch using same texture set. Server room? =)Is that released anywhere with asset specifically for Q3 or am I going to have to get off my lazy butt and write some more shaders?
(http://www.tremlair.krond.ru/images/c/0/4ccef082df6c64ccef082df702.jpg)
(http://imgur.com/3apuS.jpg)
Seems you still have same problem with doors. Door is hiding into wall. Try make holes in walls for door to slide. For example:
1. Door (open direction - up)
2. Wall guideway hole
3. Small space for bottom side of door. Germetic lock? )
(http://tremlair.krond.ru/userfiles/image/CommonMapmakerErrors/a-doorway.jpg)
I remember being 12 (Quite recently), and I recall that something I lacked back then was patience. Maybe it's generic, and that you need a certain level of patience to create a highly well designed map.
without detail, it can't be 75%.
without detail, it can't be 75%.
i'm trying to send this off as a preview, because i want to work on an overall larger project than this.
Ok. I scrapped the door and made a nice looking bunker doorway. crit plz.
FINISH YOUR MAPS!!!!
Well his unfinished maps are like 1000x more detailed than your completed ones...Take your strawmen and go elsewhere, please.
Well his unfinished maps are like 1000x more detailed than your completed ones...Take your strawmen and go elsewhere, please.
You. :P Doesn't matter if swamp-cecil can map, Firstinaction can't either; Mapping includes detailing and finishing a map.Well his unfinished maps are like 1000x more detailed than your completed ones...Take your strawmen and go elsewhere, please.
Me or him? :o
Random Dev. ShotsAgain, not the point.
Random Dev. ShotsAgain, not the point.
No, not the point. The point isn't that Firstinaction posts unfinished maps; It's that he only posts unfinished maps. Here and elsewhere. Sheesh.Random Dev. ShotsAgain, not the point.
Yes, the point. Even the super serious forum mod, student of the 69th coming, Ingar, has to realise that the point of this forum is to post pictures of unfinished maps. Tell us to leave the 'map release' section if you like.
Who cares.No, not the point. The point isn't that Firstinaction posts unfinished maps; It's that he only posts unfinished maps. Here and elsewhere. Sheesh.Random Dev. ShotsAgain, not the point.
Yes, the point. Even the super serious forum mod, student of the 69th coming, Ingar, has to realise that the point of this forum is to post pictures of unfinished maps. Tell us to leave the 'map release' section if you like.
LESS TEXT MOAR PIX NAOW, Please.
Reminds me very much of another blue themed map which I like, but can't remember the name of.... Looks very nice though. :)blewdragun?
Blocky, also you do know you can rotate textures right? (Stair grate)LESS TEXT MOAR PIX NAOW, Please.
As such...
(http://nomnomclan.org/index.php?action=dlattach;topic=644.0;attach=313;image)
Blocky, also you do know you can rotate textures right? (Stair grate)LESS TEXT MOAR PIX NAOW, Please.
As such...
{IMG}
Dear God, Tamaru. That's beautiful.QFT!
as soon as i used that texture set everyone started playing with it :PYou gonna laugh... But im using that one too, lol. Gloom texture set (some parts of it) fits that new texture set very much.
that looks really nice, though I can see some areas that could use quite a bit of work texture-wise. :DThanks. Like the lighting is dark around the map(ON PC). When I exported it from PC to a mac it made it full bright in-game. I really dont know what the problem is. Last time I had to apply ingars packege to net radiant, and it worked. Now I dosn't work.
also, what's with the lighting? it's fullbright. you need to learn how to make detail and structural brushes.
that looks really nice, though I can see some areas that could use quite a bit of work texture-wise. :DThanks. Like the lighting is dark around the map(ON PC). When I exported it from PC to a mac it made it full bright in-game. I really dont know what the problem is. Last time I had to apply ingars packege to net radiant, and it worked. Now I dosn't work.
also, what's with the lighting? it's fullbright. you need to learn how to make detail and structural brushes.
i'm a joker CATAHA :P i didn't mean it.
and there are two different themes to the map, the bridge seperates the open factory area and the small maintenance halls
images here
maintenance halls
O.K Imported back on PC and then exported to tremulous on my mac for better quality. Here is my map COLINARY -Mass corporations. About 82% done. Im trying to get help with some of the advanced parts(FOG/particles/ etc) Now With better lighting this time. On the video I had exported the map from my PC to another mac somewhere else that I compiled out of Net radiant so The light was just retarded.(http://dtrem.com/files/picture4rs.jpg)
Please feel free to post feedback.
Hallways
http://img19.imageshack.us/img19/138/picture4rs.png
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2010-11-21
http://img24.imageshack.us/img24/5042/picture1zbz.png
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2010-11-21
http://img525.imageshack.us/img525/9033/picture2ye.png
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2010-11-21
VIewing platform
http://img207.imageshack.us/img207/5457/picture3zy.png
By f1rst18 (http://profile.imageshack.us/user/f1rst18) at 2010-11-21
Here is the video- http://www.youtube.com/watch?v=Avg5K1wT50s
I need to know but Does this map have potential?
Isn't that a Halo map?
Isn't that a Halo map?
Fixed
Isn't that a Halo map?
Fixed
How is that fixed?
I need to know but Does this map have potential?It does, it needs some extra work but it does. I like blue and grey so I won't comment on that.
Thanks. And You can say that Ramp leading all the way up to the top is just a concept of what I will put.I need to know but Does this map have potential?It does, it needs some extra work but it does. I like blue and grey so I won't comment on that.
imho, the thing that needs work is the ramp in the second screenshot. It feels like a boxmap
ramp and if you make it look 'believable' it would greatly enhance the room.
Thank you Creature and sorry cecil. Or swamp. Or swamp-cecil.Isn't that a Halo map?
Fixed
How is that fixed?
i removed the "Fucking"
Oh yea that map(Sword base) Yea I had an area that resembled that map on the side of my map colinary then I just decided too just delete it because there was no point too it. And it was too big. AHHAHAH what a coincident.Thank you Creature and sorry cecil. Or swamp. Or swamp-cecil.Isn't that a Halo map?
Fixed
How is that fixed?
i removed the "Fucking"
Reminded me of this (http://www.youtube.com/watch?v=7-Otpi5K1-0) map but contrary to my memory they're very different.
Make a simple axis aligned box/cube shaped brush as part of that door entity covered with origin texture, with the center of it on the line around which you want it to rotate (same as defining that point with origin key). Then just choose the right axis for rotation in Entities window (if not Z), enter the rotatorAngle etc.
textures/common/origin
{
qer_nocarve
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm origin
}
What "seethrough origin brush"?
Yes.
Put the origin brush where you want the hinge.
Can this topic be sticky? =}
I like what you've done with the place. :)
Nice work. Is it all the same map, or is the last one a different one? If so, that sci-fi blue-ish texture above the doorway looks a bit out of place.
Ah ok, then I think the wooden planks look a bit out of place. Other than that it looks great! If you wanted me to get really picky, the tiles merging with the sci fi floor texture looks weird too. :D
OK nubcake. THat is badass. I didnt know you had it in you...
OK nubcake. THat is badass. I didnt know you had it in you...
(http://www.tremlair.krond.ru/images/5/f/4d2b6cc2693504d2b6cc269398.jpg)is that a ATM? Finnaly!!!
is that a ATM? Finnaly!!!Thanx!
good work Catha!
Here goes my new map im working on. There is only 1 room and two corridor bits at the moment. It is going to be called Terminal or TheTerminal because it is based on a modern day airport. I have attachted them as I do not know how to put the images in normally. (id appreciate it if someone posted how! xD)
ewthis
ew
Please refrain from posts like this. Public message to everyone. For one thing, if all you could be bothered to type is two characters, don't make the post, it's stupid. But vague criticisms can do no good while possibly making people less likely interested in sharing their work. If something was obviously made with no effort or thought and you don't like something, you can tell them that, but try to be polite, and anything specific is infinitely more useful. There are plenty of places to diss people out, but I'd prefer if this wasn't it. Besides, no one is free from criticism, and that includes you.
As for swamp cecil, "this" posts are probably one of the stupidest things to say, but at least he gave a specific problem he had with the picture.
Harumph.
ewthis
the problem is its too plain and the sudden texture change from gray to red is ugly.
As you can see there is part of the giant rocket/missile in the center. Something went wrong with the origin brush in the func_train and so it spawned at 0,0,0.
Hmm, quite nice. Looks like you have decided to get some more color into the map :).I used light entities. How do I do light shaders
On the screenshots it looks a bit dark, but I can't say if that's good or bad right now. Btw, are you still using light entities to light the map or do you use light shaders?
I'm already curious on how this map is going to look like a whole.
Compact
A ship drop zone construction complex.
Its 90% done...
Torture room? They'd better not be torturing grangers there.Oh dear, that's a brilliant - though rather cruel - idea for a map, actually.
WANT!
Commission bay
An Intergalactic space station orbiting earth containing over 64,000 residents
only 15% done
Inspired by spacetracks, and dead space 2
It is quite fortunate I still have station15's .map files, no? (I keep many backups.)
Hmmm. There's a spacetracks_beta1.map in this directory too. Curious...
WANT!
Make it yerself!
Kidding. Mostly.
It is quite fortunate I still have station15's .map files, no? (I keep many backups.)
Hmmm. There's a spacetracks_beta1.map in this directory too. Curious...Commission bay
An Intergalactic space station orbiting earth containing over 64,000 residents
only 15% done
Inspired by spacetracks, and dead space 2
I am pleased that you find my map inspiring!
wow what what.
Supertanker's going to make new beta of Station 15? :o
I'll be gladly want see it to released, only problem is that I need to wait... :-\It is quite fortunate I still have station15's .map files, no? (I keep many backups.)
Hmmm. There's a spacetracks_beta1.map in this directory too. Curious...
You're going to finish them, yes? ;)
Ill probably release it on trem 2.0... why are you guys on this forums if it is a 'dead game'?The forums aren't dead and are sometimes fun.
Ill probably release it on trem 2.0... why are you guys on this forums if it is a 'dead game'?The forums aren't dead and are sometimes fun.
Ill probably release it on trem 2.0... why are you guys on this forums if it is a 'dead game'?The forums aren't dead and are sometimes fun.
lets face it, they kind of are.
Im making a machine city... these shots are about 3 month old now, but i dont want to give anything away until releaseSee the map to completion pls :)
*PICS*
Sometimes, I feel like a genuis...
For a map as nice looking as that, that name doesn't sound good at all! Some people suffer from naming bad maps too epicly, but you are suffering from naming something too epic badly. ???????????It's not entirely too late for a better name, so if you have an idea, tell me! On the other hand, niveus reminds me of a hand cream brand and atcs isn't even a valid word. And for those whose first language isn't english, the word tremulous sounds a bit strange, too. So I guess choosing a bad name is a formula for success here! :D
i am not a total poohead so i won't forget to say that it looks nice too.
i apologize for falsifying other people's comments and shoving my irrelevant bullshit here.
tremulous sounds a bit strangeWho agrees that 'tremulous' [the game] does not give a 'tremulous' feeling.
Then you better not test the BETA RELEASE (http://tremulous.net/forum/index.php?topic=16797.0). :)i apologize for falsifying other people's comments and shoving my irrelevant bullshit here.
the map looks like shit, btw.the sole purpose of the above statement is to troll a troll (your_face). in actuality, i make no REAL(TM) statement about the looks of the map.
Ok, now have a look at my crapmap. Its pretty much an atcs clone, but.. just on an asteroid.
greetz
Someone did a 3d terrain test in the past in like 2007-8 which clearly wasn't made on gtk radiant. Maybe this guy did a similar thing.Ok, now have a look at my crapmap. Its pretty much an atcs clone, but.. just on an asteroid.
greetz
That does like interesting ;D How did you do the terrain? 3D model?
ViruS: Do /com_maxfps NUMBER to increase ur fps. i did /com_maxfps 200 (i think higher values cause troubles with connection ingame).I ain't dumb. I meant the actual computer cannot render higher than 70 staring at a wall. Normal gameplay is around 40-50 on this 'new' computer.
What the hell I am looking. Too good to be true. :oHell yes, this map looks tremendous. Trem models will look so outdated in this map! Great work!
I don't think I've seen shafts of light like that in other trem maps, am I just blind or is it a fancy underused feature?Insanity by Odin. But no one plays it because it's too laggy for most people. :(
(Where are all these randomly epic map makers coming from?????)
One new shot from hive (Alien Base).
i miss posting
in this thread :(
i am sad.
gosh i hate reading my old posts
lol hey mooseberry!!!
remember when we were the new mods come to bring back order and justice :police: seems like last month.
GPP map pack..DISQUALIFIED.
I CAN LEAVE YOUR CRAPPY CLAN WHEN IT DOESNT EXIST ANYMORE.
as seen by earlier mapping contests, the public is retarded and doesn't know what a good map is or how to appreciate it. only people like lava croft can properly evaluate a map. :police: SRSLY.What if the public acted as one of the judges? And non-biased experienced mappers were the other judges? Btw, where are these judges?
how about we can use our rooms in competition map?
how about we can use our rooms in competition map?I will pm timbo and ask him. I'm sure he'll reply.
lolol yeah i like that idea. it sounds good sparky. and maybe we could ask like dracone or celestial rage or some ppl also. they seem to know whats up when it comes to maps and stuff.
WHY WOULD ANYONE STILL POST ON THIS FORUM*posts on forum*
Loki, look within for the answer to that question.WHY WOULD ANYONE STILL POST ON THIS FORUM*posts on forum*
I am confused. Is moose an entrant now? Or a judge?
NO CONGRATULATIONS WHATSOEVER I AM GOING TO SUICIDE :human: :turret:Wait Loki! Happy Two Days Before Your Birthday Loki :D !!!
GT beat NoS.at dying.
GT beat NoS.at dying.
:D
/callvote poll Less trash talk, more Random Dev. Shots!
Code: [Select]/callvote poll Less trash talk, more Random Dev. Shots!
Code: [Select]/callvote poll Less trash talk, more Random Dev. Shots!
Ok that is two f2s so far. Only new Random Dev. Shots will count as f1s. Hurry up Tremulous mappers and stax your f1 votes, this poll expires in 25 years!Code: [Select]/callvote poll Less trash talk, more Random Dev. Shots!
Obviously you aren't in the right forum. Go back to your Forced Happy Land.
:police: :police: looks sick amz
makes me want to practice mapping again :(
what why final??Why indeed.
also hey whats up!Not much. I tried the Star Wars: Battlefront beta, it was rather underwhelming.
p.p.p.s. why you still using gtkradiant :police:
Also ingar isn't allowed to judge, i stole all of his textures.
for amz
[ img width=999 height=666]map.jpg[/img]
for amz
[ img width=999 height=666]map.jpg[/img]
:thumbsup:
Here it is.
o man thats some complicated crap going on there
lets see an ingame shot 8) 8) 8) 8) 8) 8)
awesome. what program is that again?
wait its sketchup? or w hat is it man i forget
looks like sketchup to me