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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Thu Aug 21, 2008 9:29 pm

Fri Aug 22, 2008 11:10 am

  • I'm disappointed, after first screenshot I thought it wll be a model of a pirate, pirates are cool. Well, ninjaz are cool too. Maybe pirate-ninja with hook, wooden leg and shurikens? :wink:
    Ok here's my map. Inspired by all the space maps and and greatwall reloaded where you need to use laser jump on a wall to maintain the speed that gave you a jumppad. Map is huge, rocket launched from one platform fly to the other one almost a minute.
    Here you need use laserjumps to bounce of the meteores and charge opponent base. Well timed rocket-jumppad-jump gives over 320 km/h. Unfortunately I don't have time to finish placing on meteors and it could be a long weeks till it'll be released.
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    Wilu
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Sat Aug 23, 2008 1:50 am

  • Thanks guys!

    @wilu:Well...my next model will probably be a pirate, to be perfectly honest.


    A SPACE pirate!
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    Stromboli
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Mon Aug 25, 2008 4:47 pm

  • I finally have some time to work on my first CTF map, which I call Cleft Village.
    The Cleft part is basically finished, and I am now going to put in the Village ;).

    I still underestimate the amount of work my ideas cause me, but I hope to be able to upload a beta version in September.

    The lightning (sky shader) is just for testing purposes and not finished. I am also struggling with the water shader and texture (I'm using deformVertexes wave and move, and additionally putting in dp_water + norm maps (reflections) would make your eyes pop out, but also your computer to overheat (fps reduction of 50%)). Still a lot to do then. :P

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    And a preview of the Village theme and style

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    sev
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Mon Aug 25, 2008 5:41 pm

  • lol nice idea :)

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    Fisume!
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Mon Aug 25, 2008 6:32 pm

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    Morphed
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Mon Aug 25, 2008 7:41 pm

Mon Aug 25, 2008 10:24 pm

  • Bloody nice, although sparks around explosion doesn't look very realistic, rather more like from cheapish 80's action movie. Let's face it when rocket blows up everything you see is a big fireball and lots of smoke, no sparks.
    And another thing, I know it's not your fault Morphed, but:
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    Wilu
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Mon Aug 25, 2008 11:18 pm

  • Looks like the non-clipped Q3 shadow volumes.
    Taiyo.uk
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Sat Aug 30, 2008 5:11 am

  • Image

    Just a quick project inspired by a Nexuiz player I met. It will be a player model. Unfortunately I couldn't get it under 6500 tris (all those little hemispheres).

    Still needs to be textured obviously. No animation will be necessary.

    EXTERMINATE! EXTERMINATE! EXTERMINATE!
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    torus
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Sat Aug 30, 2008 5:27 am

  • It's... Beautiful.

    By "tris" do you mean polygons?

    If you're limited by primitives you could make the hemispheres rounded cylinders and stick them all the way through the body. Don't know how Nex models work but that's an old trick...
    Dalek.Sek
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Sat Aug 30, 2008 7:50 am

  • Morphed:
    Nice explosions. What are those rockets using for propulsion, crude oil (smoke) and magnesium (sparks)?

    torus:
    For animations the head should at least rotate, and the arm and eye move about a bit?

    One would think with the mental prowess of the Dalek they would have had plumbing sorted out without having to resort to equipping each and every soldier with a plunger...
    Whenever You go, then You aren't.
    kyre
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Sat Aug 30, 2008 8:52 am

  • Those knobs, rivets or whatever you wanna call them seem to have way to much polygons. In fact, you would probably be ok with a hexagon for roundess and tops two divisions for bulbing it out. Then just smooth the normals and everything should looks fine. Also then you could make a normal map/displacement map and use that for high quality renders while low end just can use a simple bump map.
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    ai
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Sat Aug 30, 2008 3:43 pm

  • Ok, I replaced the UV-spheres with hemi-icospheres, so now it's 5247 tris. I really can't get it any less without sacrificing the integrity of the model.

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    torus
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Sat Aug 30, 2008 4:03 pm

  • Heh... a nice phat target :D I like it
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    WE ARE NEXUIZ.
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    C.Brutail
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Sat Aug 30, 2008 5:33 pm

  • torus wrote:Ok, I replaced the UV-spheres with hemi-icospheres, so now it's 5247 tris. I really can't get it any less without sacrificing the integrity of the model.


    I just remembered I HAVE a dalek model (can't be exported) in another game. To reduce the polys you can take off all the globes and fake them with textures. Here's two examples of how it's done.

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    You can download the textures from http://thegoldeneel.asvattha.com/images/Dalek/Dalek.Textures.zip. They're free to use.

    Don't know if you want to do it this way. You've put a ton of work into that other model and it looks freaking gorgeous. If you pride yourself on being a polygon sculptor don't let me stop you :)
    Dalek.Sek
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Sat Aug 30, 2008 10:43 pm

  • Image

    If Zuri is around, maybe he can help me with the exporter :)

    Final polygon count is 5600 tris.
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    torus
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Sun Aug 31, 2008 1:56 am

  • The Dalek looks pretty damn sweet.

    This is what I'm working on at the moment. Making a Miniman style chemistry Laboratory.

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    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Mon Sep 01, 2008 2:19 pm

  • i like the idea of a bunson burner using a strength as teh flame
    i cant really tell if that is whats happening or if its just a coincidence taht it looks like its up there
    file 824 ph
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Mon Sep 01, 2008 4:18 pm

  • Well it wasnt the idea at first, then when I put it in I decided it looked like a flame and left it. The first proper version of that map is up now btw if anyone wants a look.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Tue Sep 02, 2008 8:40 am

  • Sepelio wrote:The Dalek looks pretty damn sweet.

    This is what I'm working on at the moment. Making a Miniman style chemistry Laboratory.

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    Is there going to be toxic waste? Or flames? Or chemicals that burn you when touched?


    lol. The eye wash thing, shoots out lava or something!! You press the button on the side and the lava comes out and pours onto the bench :D :P


    btw, very nice job. Looking forward to seeing it, but a bit worried about the lighting.
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    shaggy
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Sat Sep 13, 2008 4:04 pm

Sat Sep 13, 2008 11:11 pm

Fri Sep 19, 2008 7:37 pm

  • Here are some pictures of a 2048^3 map I've been working on for the last few days. It's got quite a variety of rooms with 2 large rooms, an exposed roof area, a few smaller rooms, a number of corridors and bridges and a few unique features.

    Items are mostly missing for the moment and I'm still working on detailed areas. There is a focus on 'materials' as opposed to textures with a lot of use of concrete, ferrous metals, gratings, cladding and perspex.

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    Beta some time.
    Ed
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Fri Sep 19, 2008 9:09 pm

Fri Sep 19, 2008 9:38 pm

  • esteel wrote:Though the first image make my beg for external light maps.

    I've already given it a go which through up a load of errors as I clearly don't know what I'm doing. I'll get it working some time though.
    Ed
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Sun Sep 21, 2008 4:47 pm

  • Really nice and great looking projects everyone. All I wanted to say for now :) Anyway I'm making a map too so when and if I'll finish more of it I'll remember to post a screenshot here too.
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    MirceaKitsune
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Tue Sep 23, 2008 7:56 pm

Fri Oct 03, 2008 3:38 am

  • W.I.P. Breathium
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    Scrama
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Fri Oct 03, 2008 4:14 am

  • Whoa, a fresh map straight from Siberia :D Awesome!
    And by the way: Добро пожаловать в наш форум!
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    HarryButt
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