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Started by gareth, February 16, 2007, 09:49:18 PM

Firstinaction

Quote from: Plague Bringer on November 23, 2010, 03:51:39 AM
Quote from: swamp-cecil on November 22, 2010, 10:53:32 PM
Quote from: CreatureofHell on November 22, 2010, 09:14:01 PM
Quote from: swamp-cecil on November 22, 2010, 09:02:07 PM
Quote from: Plague Bringer on November 22, 2010, 03:02:33 PM
Isn't that a Halo map?

Fixed

How is that fixed?

i removed the "Fucking"
Thank you Creature and sorry cecil. Or swamp. Or swamp-cecil.

Reminded me of this map but contrary to my memory they're very different.
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.

CorSair

Ewww, these screenies gives me creeps. On positive side.

Hells, why I am so lazy novice mapper? :-[


your face

What are the supports supporting?  Boxes need rotation, and lights are too bright and look out of place.

Texture use is looking good, though the trims at the top look a bit weird.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

KillerWhale

The lines in the textures get a little close towards the corners-- try sliding the texture so that it is an even distance away, just like the other vertical lines.
Reiterating the question Face posed, why are there supports if there is nothing using them?
The texture on the slant looks totally out of place, and in fact, the slant itself looks totally out of place.

Perhaps you can string the lights in between the supports, flatten out the roof so it uses the supports, and put a hole in the ceiling connecting to a cargo room or whatnot so that it makes sense that there are boxes in the middle of the room.

Anyway, I'm liking the texture set use.

Aelita

That's a nice texture set, but yeah, rotate your boxes. Remove some of those lights, I think you'd probably be better off making a portion of them dark, and a few flickering, and 2 or 3 on. Unless that entirely counteracts your map's mood.


CATAHA

First two screenies look like a bit plain for me (and they looks unplayable in default game mode), last shots impressive.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Knowitall66

@nubcake; Like the first two shots, however both of those areas are too big for Tremulous maps. They may suit Quake 3 Arena though.

your face

Nice to see new shots from you, nubcake.

The first screens are begging for use of patch meshes, and the sci-fi lights in the last one look a bit out of place.

I like the texture use :D
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

nubcake

The first two are of a small test map ive been working on to try and get a good mix of heights etc.

The 2nd two are of a map ive been working on fo a while now. Im trying to implement the futuristic part of it with the old, danky textures to make something look unique. Ill post some updates in a few days

mooseberry

First two pictures are fairly plain, some variation would be nice, and those large shadows are fairly unattractive. The other map looks pretty good though.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

amz181

A while ago you may remember that in the scene competition i tried to make an ultra detailed space ship. I failed at meeting the deadline. But ALAS! USS AMZ181 is nearing completion.

Sorry for the image spam, i screened a load and forgot which ones looked good.

The lighting is a little sketchy, so sorry.





Makeshift boosters







Heres what i had done for the scene competion


If i ever get round to finishing a map, these ships will be littered everywhere (in hangars, space docks, and you can ride them too!)

your face

I really like that! :D

Try to use different textures on the outside besides that gray, and maybe put some red/green lights on the outside too.  The jets could use a little bit more support attaching to the wing too.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Knowitall66

Looks good Amz181, good to see something new (And done well).
Not a fan of that Sky Box though, too bad there are very few space Sky Boxes for IdTech3, let alone awesome looking ones.
Also you may want to model/ask someone to model some asteroids, satellites etc.

Are you going to make it all Zero-G, or normal gravity?
Because you'll have to think about how aliens are going to be move around the map.
Also, like the previously proposed ocean map, you're going to have difficulty optimizing this. :S

mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

swamp-cecil

if that ship was alot smaller, someone will have sex with it.
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

amz181

I wasnt gonna post screenies until i had pretty much finished. But i need a bit of help and i cant resist.

The boosters are pretty much final, i added som lighting and they look alot better


Green and red lights you say?


This is where the troops are gonna sit


Now to my problem, i would go to the help center but im sure its a simple answer. I checked a load of tutorials but they all seem to skate over where im struggling.

You see here


Basically i want a double rotating door (like normal real doors). My problem is that i do not understand how to use the origin brush (which is essentially where the hinge is).

As you can see in the pic, the top left corner of the door is see through. I origin'd that whole lenth of the door, as thats where i want it to hinge. I then textured all the faces, except the top and bottom. i thought this would work nicely, but that top corner dissapears.

HOW DO I USE THIS ORIGIN THINGY?

UniqPhoeniX

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.

amz181

Quote from: UniqPhoeniX on December 08, 2010, 09:21:41 PM
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.

But where do i put the origin brush without having a seethrough origin brush visibly floating around?

= : door frame
# : door
# : Where i want the door to turn

= = = = = = = = = =
= ##### ##### =
= ##### ##### =
= ##### ##### =
= ##### ##### =

UniqPhoeniX

textures/common/origin
{
qer_nocarve
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm origin
}

What "seethrough origin brush"?

amz181

the origin texture is invisible right? (doubting my own sanity)

A Spork

Yes.
Put the origin brush where you want the hinge.
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

amz181

Quote from: A Spork on December 09, 2010, 03:56:59 PM
Yes.
Put the origin brush where you want the hinge.

But then wont i have invisible parts of my door? like in this pic


A Spork

No?
You don't replace stuff with origin, you make a whole new brush.
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

swamp-cecil

think of grade 7 math class. put a pencil on a shape and turn it. it rotates around the pencil. the pencil is an origin "brush".
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

CATAHA

Can this topic be sticky? =}
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

your face

Quote from: CATAHA on December 09, 2010, 09:54:52 PM
Can this topic be sticky? =}

Why?  If it's stickied then no one will read it. :P
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

CATAHA

#2608
Why? Because im like other people - too lazy... Prefer always know where is my favorite topic than search for it. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

swamp-cecil

this topic is ALWAYS at the top. no need.
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.