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.

Moderators: Nexuiz Moderators, Moderators

Fri Aug 24, 2007 12:48 am

  • This is what I'm currently working on:

    Image

    Image

    Oh and to all the rest of you mappers: good work and I hope I soon play your cool mapz 8).
    User avatar
    impulse9
    Advanced member
     
    Posts: 69
    Joined: Sun Jul 01, 2007 3:09 pm
    Location: Slovenia

Fri Aug 24, 2007 12:55 pm

  • This is great to see maps being created, even if every player could just create one map, that adds to the variety in the game!
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Sat Sep 01, 2007 5:23 pm

  • @impulse9: Looks promising ! Add a little detail and make it brighter and this is going to be one sweet map !


    Testing a new style. Maybe a base for some ctf-action.

    Image
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sun Sep 02, 2007 1:21 am

  • How do you get the lighting like that, with the intense, defined light and shadow?
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Sun Sep 02, 2007 12:18 pm

  • These are my compile-settings: -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2

    The only light-source is the farewell-skybox i once created. And the _gloss of the red metal is a quite bright red.
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sun Sep 02, 2007 11:06 pm

  • wow nice style Strahlemann, freeky and lightly alien, but still very clean. Cant wait to see a full map with this kinda design =) lightwork is spot on as usual =)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Mon Sep 03, 2007 1:37 am

  • Thanks Strahlemann yes I'm working on that "little details" but it's a lot of work :). Great new design though Im not sure what is it supposed to be exactly, kinda reminds me of a drilling platform dunno why :).

    Offtopic: I just played your Strength map for the 1st time it is mind-blowing! Great stuff.
    User avatar
    impulse9
    Advanced member
     
    Posts: 69
    Joined: Sun Jul 01, 2007 3:09 pm
    Location: Slovenia

Wed Sep 05, 2007 1:31 pm

  • Image

    Image

    Image

    Image

    Image

    Image
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Wed Sep 05, 2007 2:08 pm

  • Those need better models. Other than that, you're awsome.
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Sep 05, 2007 2:35 pm

Wed Sep 05, 2007 4:20 pm

  • Cool ! Looks like some Assault action. More assault maps ftw !
    On the other side these towers look like they are firing on their own, so it's a mod ?
    I'm confused :roll:
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Wed Sep 05, 2007 5:03 pm

  • I think they are turrets :D :wink:
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Sep 05, 2007 11:46 pm

  • ai wrote:Some kind of new mod? Like UT2004's Assault? Something like that would be awsome in Nexuiz.
    But yeah, a tad bit better models would be nice.


    Kinda, thise are not tied to any special gamemode. You coukd make one help defend a ctf base or just let it be a general pain in a DM map and so on. kinda like stationary botz.

    Yah they need better models. make me some :P
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Thu Sep 06, 2007 12:10 am

  • Maybe that could be a kind of entity in Radiant and Darkplaces (turret ent), so people could just apply them to models. :D
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Thu Sep 06, 2007 5:03 am

  • torus wrote:Maybe that could be a kind of entity in Radiant and Darkplaces (turret ent), so people could just apply them to models. :D


    Is sort of is in my implementation. You place em in radiant, but teh model depends on what type of turret is is, model cannt be selectable in radiant or it will be messey since every turret is built out of at least 4 parts. base, head, cannon and "badge" some have mode then one cannon etc.

    currently you can use:
    turret_plasma - electro-like, with enemy movement prediction
    turret_gauss - railgun turret. *yoda* hrmm dead you are yes.
    turret_mlrs - your basic unguided multybay rocketlauncher
    turret_pointdefese - shoots your rockets down with flacfire.
    turret_hellion - guided mlrs system. very deadly. can be set to shoot down rockets.

    Plus thise support units:
    turret_fusionreactor - Pums more juice into anyting its targeted at, primarely plasma turrrets. can turn a slugish plasma cannon into a nightmare. destroyable. working state, but needs some more work.
    turret_targetcomputer - optimizes targetting of multiple turrets by making sure they dont fire on the same target. not working yet.

    each individual turret can be configued in raidant in a very deataild fassion. the primary things you can set is:
    shot: speed, damage. force, radius, refire, volly
    aim: speed(dgr/sec), max rotation/pitch, max ofs. for fiering.
    range: targeting, fireing, optimal, minimum
    ammo: start ammo, ammo recharge/sec
    targeting bias: range, angle, old target
    and more...

    ideas, sugestion(and help making decent models / textures ;) are welcome.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Thu Sep 06, 2007 5:24 am

  • I need this. :D This kind of thing is EXACTLY what I've been stressing. Unique elements that add interesting gameplay.

    When do you think it will be finished? I want to use it in the map I showed you. :)

    Some ideas- maybe the turret "head" should move pretty slowly, so it can be avoided (otherwise its gonna be unstoppable slaughter). Either that, or maybe it can be damaged (probably not possible, i know)?

    Oh, and I'd be willing to help with modelling and texturing. I'll work on it some over the weekend (schoolz is starting, and I have psets -_-')
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Thu Sep 06, 2007 5:28 am

  • torus wrote:I need this. :D This kind of thing is EXACTLY what I've been stressing. Unique elements that add interesting gameplay.

    When do you think it will be finished? I want to use it in the map I showed you. :)

    Some ideas- maybe the turret "head" should move pretty slowly, so it can be avoided (otherwise its gonna be unstoppable slaughter). Either that, or maybe it can be damaged (probably not possible, i know)?


    turn speed - selectable per individual turret in dgr per second (see above!) iow allready implemented.

    damage also allready implemented, but i forgot to tell :D both the head and body got individual health (just sey one tho and the head gets half, the body the otehr half) if one of thise go < 0 it blows up sending the head fying off. after a selectable respawntime, it respawns.

    another thing i forgot to tell: They are team aware, if templay is on it will obay red / blue teamflags.

    as for the timeline, its hard to say. its allready in a working state, but the code is aver changing and i havent implemented all things i want yet. with some luck i could proly have a earl beta done by this weakend (earlier if yo get in touch directly with me, but i wont publicaly release this yet)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Thu Sep 06, 2007 5:34 am

  • Fantastic :D :D :D I love the idea of rocket defense. Imagine how cool this would be with guided rockets 0__0

    Speaking of which, what command enables guided rockets that I could put in a Map config?
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Thu Sep 06, 2007 6:56 am

Thu Sep 06, 2007 7:29 am

  • ai wrote:I'm sketching on some concepts for different turret models. Gonna post them later.


    Cool!

    Crrently the turrets are separated into:
    base model, the imobile part
    head model, rotates to face the target
    badge model, pice(es) of the turret that will indicate ammo & team (by procedural coloring)
    gunmodel(s) take a guess ;)

    The simplest way to model one is to model it all, then separate teh parts and export them one by one (keeping the same relative origin. If a turret need multiple barrels you need to a: export them the needed number of times as diffrent models or b: note down theoffset for each (gun) position relative to the head's '0 0 0'

    fusionreactor and targetcomputer needs models too.. :D oh and perhaps some "turret gibs"
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Thu Sep 06, 2007 8:35 am

Thu Sep 06, 2007 11:26 am

  • Wheew. This is going to add a lot ! Great work tZork :D

    This should go into a new topic.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sun Sep 09, 2007 2:12 pm

  • Image
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Mon Sep 10, 2007 5:56 pm

  • that rocks :P
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
    Forum addon
     
    Posts: 1509
    Joined: Tue Feb 28, 2006 9:33 pm
    Location: Germany

Mon Sep 10, 2007 8:13 pm

Tue Sep 11, 2007 6:52 pm

  • See separate thread I am just making... there is one big problem with it... maybe some of you can help out.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
    User avatar
    divVerent
    Site admin and keyboard killer
     
    Posts: 3809
    Joined: Thu Mar 02, 2006 4:46 pm
    Location: BRLOGENSHFEGLE

Thu Sep 13, 2007 4:34 pm

  • Image

    i started to work on it
    Aneurysm 4 the win !!!!! :D
    User avatar
    cortez
    Keyboard killer
     
    Posts: 805
    Joined: Wed Dec 06, 2006 7:22 pm
    Location: From the moon

Fri Sep 14, 2007 8:14 pm

  • Image

    Image

    Image

    interested?
    Aneurysm 4 the win !!!!! :D
    User avatar
    cortez
    Keyboard killer
     
    Posts: 805
    Joined: Wed Dec 06, 2006 7:22 pm
    Location: From the moon

Sat Sep 15, 2007 12:40 pm

  • Looks very alpha ;)
    And the walls in the last shot are too thin
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

Sat Sep 15, 2007 5:46 pm

  • maybe i make the wall a bit bigger

    if the shots are final i wouldnt poat them here :P
    Aneurysm 4 the win !!!!! :D
    User avatar
    cortez
    Keyboard killer
     
    Posts: 805
    Joined: Wed Dec 06, 2006 7:22 pm
    Location: From the moon

PreviousNext


Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest