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  • bloodsnipe
    replied
    Not as good as the stuff you guys have shared, but I did manage to bake ambient occlusion into QuakeTF map "town2"

    https://www.youtube.com/watch?v=Qyn15LR3GnI

    A bit of a lengthy video, but it shows the map in my own viewer (as I toggle between the old and the new lightmap), the exported OBJ file loaded in blender for light baking, and then the map loaded in quake as I run around in it.

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  • Shadesmaster
    replied
    A mini mission pack for Quake - for Arcane Dimensions. Compataible with Quake Spasm and DarkPlaces. It'll feature a startmap, a basemap, a dimensional map and a boss map. My deadline is the end of April, or early May - before the new DOOM comes out! For now, just Trenchbroom views - mood lighting comes later....



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  • Guest's Avatar
    Guest replied
    key on the run



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  • MadGypsy
    replied
    @Mr Burns

    I like it and IMO it's pretty good. I would like to suggest that you don't use real textures during the construction phase. Using a grid texture can make your job easier. If you need some grid textures I include a set I made with every virtuoso radiant game pack. If you can't find a working link let me know and I'll hunt down the wad for you and post a link.

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  • Mr.Burns
    replied
    After the extremely high quality of some of the content posted I'm almost embarrassed to post my meager efforts , but in the hope that it might just encourage someone to try and make their own contribution I thought I might add a snapshot of something I've been using to learn a little more about mapping...

    fetch?photoid=275347.jpg

    Apologies for the small image, QuakeOne.com appears to limit the size of image you can keep in your User album (which I'm sure is for a good reason).

    It isn't very good, it hasn't had the textures or lighting finalised but at least it's a start and if an artistically challenged person such as myself can produce a rough proof of concept like the above using some very old freely available Quake mapping software then anyone can.

    Kind regards

    Monty
    Attached Files
    Last edited by Mr.Burns; 02-22-2018, 06:03 AM.

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  • Shambler234
    replied
    As soon as i get my quake folder on this new comp i could work on my maps more often.


    Sadly this comp doesn't have a CD drive, i do have an sd card with a writer/reader thumb stick.

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  • MadGypsy
    replied
    Of course no Quake. I'm not trying to make a mod.Why totally convert when you can simply carve your own path? It's probably about equal work but the latter results in a system you own. When I stopped trying to shove my ideas into someone elses engine, it became easier to get things done, it also became more apparent of what is happening behind the scenes without having to tear apart someone elses code.

    At least once I shared some code with spike and he was all "yeah but the engine yadda yadda". There is just too many layers of quake to become deeply familiar with. You could write pro code and never be truly aware that the engine hates you and your code.... cause you "should never manually set a" and "dont do x y z cause kaboom"

    Honestly, with all the lil tidbits that I've heard regarding DONT it makes me feel like quake is hanging on for dear life just to work at all...
    Last edited by MadGypsy; 02-21-2015, 06:13 PM.

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  • Tea Monster
    replied
    Waaaaattttt??!!!! No quakkkkeeeeeee????!!!!!! Gaaahhhhhh!!!!!
    Last edited by Tea Monster; 02-18-2015, 01:36 PM.

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  • MadGypsy
    replied
    @mr burns

    I am not using any of the Quake source/engines for this. I spent years learning Quake and essentially got nothing done. I switched to Away3D. It's fully open source, platform independant, written in 2 OOP languages that I have strong skills in and has no hard code. What I meam by that is, stuff like inventory, weapons yadda yadda are not programmed in. Actually maybe it would be easier to say that away3D is a 3D engine... it's up to you (me) to create game logic for the engine. I like that. It's a blank slate for me to work with as opposed to a filled slate for me to inject into.

    Another thing I like is, blender is the only tool. Of course I can use other tools (and am for my landscape) but technically blender can do it all.

    @ falling through the floor - place info_player_start 16 units above the floor. There is nothing special about that 16, it's just above the floor and too short to experience fall damage. You should place all entities off the floor, dropToFloor() will take care of getting it on the floor when your game starts.

    @gb - oh my. Just today I got a text informing me my connection speed is throttled cause I used all my bandwidth. Long story short, this page has been loading for like a half hour. lol :sigh:
    Last edited by MadGypsy; 02-13-2015, 06:27 PM.

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  • golden_boy
    replied
    Hey Mr. Burns,

    talent is just the smallest part of it. The bigger part is piling on for years and years :-)

    Keep it up, team up with others, steal all their tricks, it's as simple as that really!

    - gb

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  • Mr.Burns
    replied
    Holy Moly GB.
    My primary point of reference is of course Quake one, rather than the newer games, but even I can see that those maps are incredible. You've really got a talent there.

    Given my humble offering I now feel like I'm standing at the urinal and John Holmes and come and stood next to me

    Keep up the good work GB they are great

    Kind regards

    Monty

    Leave a comment:


  • golden_boy
    replied
    Continued...







    Beginnings of converting Scout's Journey maps from BSP to mesh for eventual Unity or UE4 deployment







    Using modular elements and props wherever possible.





    Last step: Decided to go fully highpoly with the modules and apply subdivision modifiers, later baking each module to a unique normal map and texture. Have to fix the unintended curves there. This is basically a modern-day approach to environment art; highpoly hardsurface modeling / sculpting / baking and building as much as possible from modules.

    Currently not putting the majority of my time into levels, instead doing concept art, design documents, and even gearing up for some freelancing work.


    Oh, almost forgot...





    Return to Quake... Former Remake Quake e1m6, now part of Rune of Earth Magic.

    Leave a comment:


  • golden_boy
    replied
    Continued...



    Remake Quake Project, design for DM3 remake, currently water area is done but map is shelved










    Beginnings of Remake Quake e1m1, now much changed and part of Scout's Journey



    After the RMQ failure, e1m1rq experimental Warsow build





    e1m1rq, FBSP, FTEQW



    Former RMQ e1m1, inside, now Scout's Journey Herd base























    Last development using FTEQW. Note FTE bugs like fullbright models. Lighting with q3 map format also eventually didn't yield enough dynamic range. Map is currently converted to mesh for future UE4 development.

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  • golden_boy
    replied
    Continued...













    Remake Quake project, e1m2, converted to q3bsp for test reasons, FTEQW, now part of Rune of Earth Magic.












    Remake Quake Project, e1m5, converted to q3bsp and with heightmap terrain, FTEQW, now part of Rune of Earth Magic

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  • golden_boy
    replied
    Continued (forum limits a post to 20 images...)







    Another Doom 3 map, discarded when I started the one in my first post












    Crysis mod, "Double Helix", shelved because I kinda got bored.
















    Remake Quake Project, e1m3, partly even with SJ logo from a time directly after the split. Now part of Rune of Earth Magic.

    Leave a comment:

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