Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sun Jan 21, 2007 12:28 am

  • No alpha tonight, just a screenshot to get you all excited ;)

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    C.Brutail
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Tue Jan 23, 2007 1:56 pm

  • Hi. I havent posted anything here in over a year :P The last time i downloaded nexuiz was version 1.3, but ive downloaded 2.2.2, and i have to say, its great! I havent been playing too much online because my connection has been bad, but ive been playing around with bots. Anyways, this map is my fragcity type map, and I will release an alpha tommorow most likely. The lighting is still quite off, and it needs to be a bit brighter. I also am probably going to remove the rain, because its causing some performance issues. Anyways:

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    Revenant
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Tue Jan 23, 2007 2:02 pm

  • Dm or ctf?
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    C.Brutail
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Tue Jan 23, 2007 3:51 pm

  • Nice atmosphere. I think I'd like it. Would be soooooo cool if the roller blinds would open up from time to time for a second or better two :)
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    Urmel
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Tue Jan 23, 2007 9:03 pm

  • @C.Brutail: DM, but there might be a ctf version in the future

    @Urmel...: And what are you hoping to see inside of those blinds? ;) I'll probably give the blinds a glow map, so its like there is lights on inside.
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    Revenant
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Wed Jan 24, 2007 12:18 am

  • Yesterday I had a bit of free time, so I thought I would throw something together. Observe a VERY early stage of the Shroom of Doom!
    Im going for a swampy/ grotty feel. I guess if the poly count gets too high ill just finish it as an artwork.

    FEAR!

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    I am a big fan of circular maps, but we dont see that many nowadays, save in Halo.
    Ill work more on it overthe weekend
    Last edited by torus on Wed Jan 24, 2007 3:25 am, edited 1 time in total.
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    torus
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Wed Jan 24, 2007 3:11 am

  • How many polys is the mushy? Also, blender isnt the best choice to do level editing in. You would still have to clip it all in Radiant (unless you do autoclip, but im not sure if thats that best idea). Maybe you should model parts of it in blender, and then learn radiant and do the rest in it? Looks like it could be a fun map though :)
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    Revenant
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Wed Jan 24, 2007 3:20 am

  • The whole thing consists of 3848 tris, and the mushroom is 1938 tris. I am going to do what you said (import objects), i just wanted to show them together.
    I really hate radiant as a modeler, and it would be almost impossible to make a somewhat organic feel it along (not to mention complex shapes like the mushroom will be). Im probably going to do the interior of the mushroom in radiant, and also maybe some outlying rooms/ walkways from the mushroom in rdnt.
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    torus
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Wed Jan 24, 2007 4:02 am

  • Ahh, sounds cool. Its an interesting concept, ill say :)

    About my screenshots: They are way too dark in those shots, and i have brightened up the map. It is now less grungy looking though, and has more of a clean, shiny, silver look. It looks pretty cool. Ive added bot waypoints, items/spawns, clipping, jumppads, and some caulk hull type vis blocking. I know that i said a beta tonight, but ive run out of time. Im just getting too tired. Definitely tommorow, I will release a beta, as all i really have left to do, is all of the mapcfg crap, levelshot, and pak it up in a pk3. TOMMOROW!
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    Revenant
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Wed Jan 24, 2007 12:14 pm

  • As people tend to use gamma ingame but screenshots do use scr_screenshot_gammaboost which is 1 by default screenshots are a lot darker then its ingame. The idea was that for best screenshots 1 and some graphic program would be best but you can also change that variable to something like 1.5 which i use. Makes most screenshots bright enough without looking too bad.

    That mushroom idea is really interesting.. i would really love to see it ingame to get a feel for the size of that thing :)
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    esteel
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Wed Jan 24, 2007 12:53 pm

  • Ahh, I knew that the screenshot was changing the gamma, but i wasnt sure what cvar you used to change it. God, its been so long, i cant remember the cvars for turning off my hud to take the levelshot. Can you tell me what it is?
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    Revenant
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Wed Jan 24, 2007 1:13 pm

Wed Jan 24, 2007 6:06 pm

  • Revenant wrote:@Urmel...: And what are you hoping to see inside of those blinds? ;) I'll probably give the blinds a glow map, so its like there is lights on inside.


    Well, umm, err, of coz I expect hallways to runn through an sstuff behind the windows :shock:
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    Urmel
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Wed Jan 24, 2007 6:53 pm

  • esteel wrote:Sure its viewsize 120 :)

    I use those nifty little binds:
    Code: Select all
    bind "kp_end" "slowmo 0.1"
    bind "kp_downarrow" "slowmo 0.2"
    bind "kp_pgdn" "slowmo 0.3"
    bind "kp_leftarrow" "slowmo 0.5"
    bind "kp_5" "slowmo 1"
    bind "kp_rightarrow" "slowmo 2"
    bind "kp_home" "slowmo 3"
    bind "kp_uparrow" "slowmo 5"
    bind "kp_pgup" "slowmo 10"
    bind "kp_ins" "pausedemo"
    bind "kp_del" "stopdemo"
    bind "kp_enter" "capturevideo"
    bind "kp_plus" "capturevideo"
    bind "kp_minus" "freeview"
    bind "kp_multiply" "demoview"
    bind "kp_slash" "thirdperson"

    alias "capturevideo" "toggle cl_capturevideo"

    alias "+freeview" "set viewsize_backup $viewsize; set viewsize 120; set crosshair_backup $crosshair; set crosshair 0; set con_notify_backup $con_notify; set con_notify 0; set con_chat_backup $con_chat; set con_chat 0; set r_drawviewmodel_backup $r_drawviewmodel; set r_drawviewmodel 0; set showtime_backup $showtime; set showtime 0; set showfps_backup $showfps; set showfps 0; alias freeview -freeview"
    alias "-freeview" "set viewsize $viewsize_backup; set crosshair $crosshair_backup; set con_notify $con_notify_backup; set con_chat $con_chat_backup; set r_drawviewmodel $r_drawviewmodel_backup; set showtime $showtime_backup; set showfps $showfps_backup; alias freeview +freeview"
    alias "freeview" "+freeview"

    alias "+demoview" "set viewsize_backup $viewsize; set viewsize 100; set crosshair_backup $crosshair; set crosshair 1; set con_notify_backup $con_notify; set con_notify 0; set con_chat_backup $con_chat; set con_chat 0; set r_drawviewmodel_backup $r_drawviewmodel; set r_drawviewmodel 1; set showtime_backup $showtime; set showtime 0; set showfps_backup $showfps; set showfps 0; alias demoview -demoview"
    alias "-demoview" "set viewsize $viewsize_backup; set crosshair $crosshair_backup; set con_notify $con_notify_backup; set con_chat $con_chat_backup; set r_drawviewmodel $r_drawviewmodel_backup; set showtime $showtime_backup; set showfps $showfps_backup; alias demoview +demoview"
    alias "demoview" "+demoview"

    alias "thirdperson" "toggle chase_active"

    freeview hides anything from the screen, crosshair, hud, messages on the top and chat, weapon, time and fps display
    demoview almost the same but displays full hud, crosshair 1 and weapon.
    But please remember to press these two key twice to restore your own settings or you will have an empty screen after restart.. i was too lazy to make this better :)


    Oh naughty you, so you just made a alias combo to dis/re enable the screen clutter when asked what cvars was invloved.. you lazy 'ol bugger ;)

    This is acctualy realy usefull, ill use this in my dev conf too. sofar i been to lazy to do this and this means i manualy disable everything each time its time for a levelshot :oops:

    Is there any way to do basic math and string stuff in the console? im guessing the answer is no.. but im hoping its yes :D
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    tZork
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Wed Jan 24, 2007 8:08 pm

  • tZork wrote:Oh naughty you, so you just made a alias combo to dis/re enable the screen clutter when asked what cvars was invloved.. you lazy 'ol bugger ;)

    Is there any way to do basic math and string stuff in the console? im guessing the answer is no.. but im hoping its yes :D

    Well i posted something similar quite a while back in the forum, i was just too lazy to search the forum post so i just posted my updated version from my config files :) But maybe i should search it and also update it :)
    Ok.. done that.. http://www.forums.alientrap.local/viewtopic.php?p=357#357
    Also has a change compared to the stuff here, demoview also makes sure it uses fov 90 while freeview does not care about that.

    And no you can't do math in the console..
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    esteel
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Wed Jan 24, 2007 10:33 pm

  • There isnt anything behind the blinds really. That would have been an awful lot of work to do, and it would totally change the gameplay to allow too much nex sniping and hiding. Really, its just a deathmatch style layout, in a city, but not in the actual buildings of the city. There is one small building you can enter, but it doesnt have any windows, just 2 doors. It is big enough for at least 6 people, because i tested it with 5 bots, and it didnt seem crowded at all. I think 8 people would be pretty fun on it.
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    Revenant
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Thu Jan 25, 2007 12:42 am

  • tZork wrote:Is there any way to do basic math and string stuff in the console? im guessing the answer is no.. but im hoping its yes :D


    I would like this to. It would mean that i could make a bind for rotating the camera view in thirdperson :)
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    Revenant
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Thu Jan 25, 2007 1:29 pm

  • Revenant wrote:I would like this to. It would mean that i could make a bind for rotating the camera view in thirdperson :)

    DP is unable to change the chase rotation right? So even math would not help you.
    Besides you do not need math, just awful lots of aliases like this for the distance: (warning, untested, just written after thinking ;) )

    alias chase_dist_1000 "chase_back 1000; alias chase_dist_inc chase_dist_1; alias chase_dist_dec 999"
    .... LOTS MORE.
    alias chase_dist_51 "chase_back 51; alias chase_dist_inc chase_dist_52; alias chase_dist_dec 50"
    alias chase_dist_50 "chase_back 50; alias chase_dist_inc chase_dist_51; alias chase_dist_dec 49"
    alias chase_dist_49 "chase_back 49; alias chase_dist_inc chase_dist_50; alias chase_dist_dec 48"
    .... LOTS MORE.
    alias chase_dist_1 "chase_back 1; alias chase_dist_inc chase_dist_2; alias chase_dist_dec 1000"

    chase_dist_50
    bind x chase_dist_inc
    bind z chase_dist_dec

    voila. Best use some editor with good macros. Would be VERY easy with emacs. C-x r n allows you to save numbers into a register and C-x r + to increase that number..
    that chase_dist_50 kinda initializes that thing. You should also make sure that the 'first' and 'last' of your binds do not advance into a higher/lower number that do not exist but wrap over. You could also make it do larger steps if thats too much..
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    esteel
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Thu Jan 25, 2007 9:33 pm

  • I would like all mappers to consider 2 versions for day and night. Gamma doesnt really compensate for a scary dark or happy bright feel. Maybe im weird, but... (okay i AM weird but that is irrelevant now) ... i like playing "day" maps during day and "night" maps at night.

    Does that make sense? Who cares! Lets make a party! With gumibears and lots of CHEESE!!! AHAHAHA ! ! ! ! XD
    4m [PB] (amoebios)

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Thu Jan 25, 2007 10:06 pm

  • Is it possible to have a completely clear screen while in spectator mode?
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    Revenant
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Thu Jan 25, 2007 10:19 pm

  • See 9 posts up.
    And just for the record: this thread is going really offtopic...
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    KadaverJack
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Fri Jan 26, 2007 12:00 am

Mon Jan 29, 2007 6:04 pm

  • I have a bit of time on my hands these days so I was able to do custom textures, bumps and glosses for a realistic map. So far it's just 1 incomplete room.

    I can't decide on a geometry for the map so it is taking real long

    Anyways here's the screenshots.

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    ihsan
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Mon Jan 29, 2007 6:08 pm

  • Looks really great ihsan :shock: sort of F.E.A.R.-esque. Cant wait to play it!
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    torus
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Tue Jan 30, 2007 5:16 pm

  • nice textures. are you using realtime-lights only in your screens ?
    I'd like to see how they look with deluxe-mapping only.
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    Strahlemann
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Wed Jan 31, 2007 3:36 am

  • Most of what you are seeing is just deluxe. the red light is the only realtime.
    realtime lights=on
    shadows=on
    bloom =off
    offset=off
    hdr=off

    I am suddenly swamped with work again but friday i'll put up the .pk3 so some REAL mappers could do some stuff with it.
    Look at how beautiful darkplaces is.
    All hail LORD HAVOC!
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    ihsan
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Wed Jan 31, 2007 11:45 am

  • Offset mapping OFF??? You mean the wall really has those bumps between the tiles? No wonder it only gives you 30 fps it must be very busy with rendering.. I would have expected thats because you use offset AND reliefmapping :) That way the map could even be playable when turning them off (not looking as good but faster fps) but i'm very sure if you continue your way that map will never be 'playable' just like some of the maps in that 2003 Nexuiz beta ;)
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    esteel
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Wed Jan 31, 2007 11:59 am

  • Just bump.
    :lol:

    Nex comes with some great textures but lots don't come with _bump, _gloss and _glow. All i did was spend a day in photoshop.
    I want to also do a better skin fot the crylink. I still think it's by fat the coolest looking weapon in nex, though it sux.
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    ihsan
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Wed Jan 31, 2007 3:26 pm

Wed Jan 31, 2007 9:31 pm

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