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 Jan 04, 2008 1:49 pm

  • Now i think about it some more the performance issues i had before were due to poor detailing more than anything else. Also for me performance is more of an issue cos my machine is a weiner. I have to change to 16bit to make facingworlds play nice :shock:
    new page for me XD
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Fri Jan 04, 2008 1:57 pm

  • my system really lame also (not even gigahertz) so i use it as a benchmark. If it is bearable on this (20fps with bloom etc) it's fine. :lol:
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Fri Jan 04, 2008 4:43 pm

  • I'm considering a new motto:
    Image
    always bite off (a lot) more than you can chew
    Image
    and it's going to have a version of stonehenge in the middle :lol:

    No Ronan, its not a small map.
    Last edited by Rad Ished on Sat Jan 05, 2008 1:00 am, edited 1 time in total.
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Fri Jan 04, 2008 6:57 pm

  • Frequently, the quality of the textures determines whether a map seems 'good' or not; using shaders with additional texture *maps considerably increases the detail, but at no cost to FPS.

    Another point is Epic's level designers are paid to level design for 8 hours a business day.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

Fri Jan 04, 2008 11:17 pm

  • @ Div:
    I feel like I already know the new menu. It feels like I've been using it :), the screen shots you're showing us are great. It's like I already have used it...

    Keep it up, looking forward to 2.4
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Sat Jan 05, 2008 12:41 am

  • shaggy wrote:@ Div:
    I feel like I already know the new menu. It feels like I've been using it :), the screen shots you're showing us are great. It's like I already have used it...

    Keep it up, looking forward to 2.4


    You know it's in the new SVN builds, right?
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Sat Jan 05, 2008 4:41 am

Sat Jan 05, 2008 5:45 am

  • Here is a new map I started working on today.

    Image
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Sat Jan 05, 2008 10:35 am

  • Shaggy is that a .ase, did you make it in Blender?
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Sat Jan 05, 2008 4:54 pm

  • I'd really like to make a map similar to one in ET:QW for the new gamemode (seige, I think it's called... It's the one where you can blow stuff up...) Obviously it would be of a smaller scale. It would be cool to have a map with lots of terrain. I need to find the time to do this though...
    User avatar
    Psychcf
    Forum addon
     
    Posts: 1554
    Joined: Sun Dec 03, 2006 11:38 pm
    Location: NY, USA

Sat Jan 05, 2008 9:08 pm

  • 'Blowing stuff[sic] up' is generic term that could apply to all game modes, but based on the context and the synonym used, the game mode is Assault.

    Assault is related to fulfilling map objectives, a destruction objective is only one of the many possible map objectives.

    Based on the jags in Shaggy's picture, it is not a model [terrain should never be made from models, as they do not block vis, cast shadows, etc.], it is simply a height map translated into a tri-soups, along with a large block of water.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

Sat Jan 05, 2008 10:40 pm

  • Um, I used milkshape... I'm a bit of a cheat... I have to admit that I used there terrain generator. Then exported as a map.

    I plan to make my map bigger and better, I just wanted to show you the base of it...
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Thu Jan 10, 2008 5:42 am

  • Just to show everyone here, that im not Dead ;) ...

    Here are some examples of my new Texture Pack :

    Image
    Image
    Image
    Image
    Image

    As u can see its direction is some rusty Metal, Mechanic style with green glowing sources.
    I will add various Metalplate Textures, and much glowing technical Stuff.
    I think it will be pretty "Borg-Like" when it's finished.
    I think this is goin to be my best Texturepack till now.
    Bump, Normal and Glossmaps and the Shaderfile will be addet to it too.

    Here's some Example Shot from GTK with that Textures. ( I think with the Right light, a bit more detail and workin Normalmaps, this could look pretty awesome ) :
    Image

    Btw. if there are any idea's of what kind of Texture's are needet for Nexuiz i could try to make that ones too and put it into this Texturepack ... just tell me ... ( Simple Sketchwork's could help me alot )

    When it's finished i'll put it online, so everyone can use it for his maps if it fits.


    Atm. my Nexuiz wont work, so im not able to make tests with model's and maps.
    Cause of that Problem, im on that Texturepack.

    Ah and by the Way ... i've stopped Fixing Hell_Incarnate ... that map was some nice idea but im not able to fix it the way i want it to.
    After i addet a bit more Detail and lightsources to it, to work against that only Red ambience, the FPS got really bad.
    I really have no idea how to fix that problem, without changin the whole map structure.
    So i decidet to stop the work on that map <_< ... however im really sorry for that damnit Misstakemap -_-' ...

    To Rad_Ished :
    I like the way ur'e goin ...
    It looks like ure Mapping skills are improvin very well.
    I will try to help u where i can.
    I have some Idea's how to get ure "Highwaypart" lowpoly, using Texture Detail, and Alphamasked Textures ...
    Just for Example :
    Image
    ( with alphamask Textures, i mean a texture, with some alphamask and specific transparent parts )
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Thu Jan 10, 2008 1:33 pm

  • Good tips doc , wouldn't of thought of that alpha mask thing.
    Made a new version of that skybox from scratch, and some huge arm/lightningbolt doodad, next map is shaping up nice.
    Image
    Is it asleep?:shock:
    Image
    Look out Kjon it going for you :o
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Thu Jan 10, 2008 3:58 pm

  • Doc-Pyton wrote:Here are some examples of my new Texture Pack :

    Great stuff! Nice to see a new 2D artist around.
    Taiyo.uk
    Alien trapper
     
    Posts: 436
    Joined: Mon Apr 17, 2006 8:48 pm
    Location: Reading, IN-GER-LUND!!!

Fri Jan 11, 2008 10:46 am

  • @Doc-Pyton:

    Good approach on the new textures. I like the industrial run-down theme.
    The rust looks bad though.
    I recommend this tutorial for making good looking rust: http://qbranch.cottages.polycount.com/t ... tals.shtml

    Of course you need to avoid the "lighting"-steps in the tutorial and focus on the rust-creation.
    You're screenshot shows a nice room with a lot potential and good architecture, but it would look even better if you use some flat basic metal-textures in addition. As it is now it looks very "unruhig".
    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

Fri Jan 11, 2008 11:10 am

  • @Strahlemann:

    That's actually some good looking rust there, one thing I find odd with that is the grain he slammed on on the last two pictures on the rust section. But the color from the last picture mixed with the fourth counted from bottom, that would make it look really good. On the last picture the color makes the rust look more corroded.
    User avatar
    ai
    Forum addon
     
    Posts: 2131
    Joined: Sun Mar 05, 2006 3:54 pm
    Location: Behind you

Fri Jan 11, 2008 12:23 pm

  • I'm recreating THENEX again. It was dead, I plan to bring it back to life.

    I'm gonna make it so there is more user input.

    Image
    User avatar
    shaggy
    Alien trapper
     
    Posts: 419
    Joined: Tue Apr 03, 2007 6:12 am

Fri Jan 11, 2008 4:53 pm

  • How about that Rust ?

    Image
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Fri Jan 11, 2008 5:06 pm

Fri Jan 11, 2008 6:56 pm

  • To bright, a bit to saturated and way to yellow (assuming its corroded iron). Heavy rust like this are dark, mostly unshiny and more chunky with a deep washed red tone. the yellowish rust are found as thin dull sufrace layer, not as shiny bits. The general noise structure and depth are however realy nice. try using a photografic source as referense; heres a good example of heavely corroded surface http://www.rhbnc.ac.uk/~uhaa009/bb/pics ... 4pd006.jpg
    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

Fri Jan 11, 2008 8:18 pm

Sat Jan 12, 2008 2:08 am

  • The Rust will get 25 % darker with an "if brighter -> then" filter ...
    In addition to that i will create an individual Rustmap for each Texture ( with adding the rest of the detail that i saw in the tutorial -> like that big scratches on the surface)
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Jan 12, 2008 5:30 am

  • Rad Ished wrote:Ishan, if the performance sucks then nobody plays it, which kind of spoils the point.
    -points at tobotoid-
    ..
    Uhm.... one other thing, the nanpu interchange is hzzzzzzuuuuuge :O


    gl_vbo 1 would like to have a word with you
    field hockey
    User avatar
    leileilol
    Alien trapper
     
    Posts: 299
    Joined: Tue Feb 28, 2006 10:00 pm
    Location: pole vaulting

Sat Jan 12, 2008 3:35 pm

  • leileilol
    Uhhhhhhh, what?
    An Joe Kuh?
    sv_Wilful obfuscation 1
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Sat Jan 12, 2008 5:43 pm

  • After some experiments with that rust, i created this here :
    Kind of Metal with strong Corrision ...
    Image
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
    User avatar
    Doc-Pyton
    Alien
     
    Posts: 155
    Joined: Thu Aug 30, 2007 7:30 pm

Sat Jan 12, 2008 7:46 pm

  • Nice work Doc, does it tile? also what app are you creating this in it looks different from your other textures. Your texture work is very distinctive there is definitely a Doc style. I've made some progress on these road cross sections, now they are entirely made of curve patches, not sure if this is all good but we 'll see. The problem I've not solved is how to attach the lights and supports without having to rotate and lower/raise each one individually.
    Does it matter if these elements overlap, brushes and patches?
    ...
    I'm not sure if i use any of those .maps you sent me but be sure I'll credit you if i do. The circular altar i think would be good somewhere but I'm not sure where yet, I want to finish the road part and run round it some before i decide this.
    ...
    I bin using a windows laptop a bit, system restore is really useful ay :/
    ...
    Tzork , what did kitty doooo? baaad cat baaaaaaaad
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Sun Jan 13, 2008 10:11 pm

  • A map i started yesterday because i needed to do sth. else then learning for my exams.... :/
    So if i don't pass the exam next monday, this is the reason why:

    Image
    Image
    Image
    Image

    Lighting is still in a very early stage (only shader-lights) and the layout isn't finished yet.
    And If you have ideas for a name: tell me ;)
    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

Mon Jan 14, 2008 12:22 am

  • One day? really only one day?
    I'm doing something very wrong.
    My maps take weeeeeeeks :(
    Looking nice strahlemann
    1 day? :O
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Mon Jan 14, 2008 3:04 pm

  • I worked ca. 12 hours on it from scratch.
    I wanted to do a small speedmap (like bluesky) but it didn't stop growing, so it's still unfinished and will take its time.
    Reusing architecture, copy+paste and mirroring are your friends when roughing out a simple layout. Add some differences here and there to brake the repetition and you've got it...

    Building maps that are not as repetitive and/or use more organic or especially created architecture need more time of course (like Ito 8)).
    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

PreviousNext


Return to Nexuiz - Editing




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