Search found 54 matches

by [acid]
Thu Jun 20, 2013 9:11 pm
Forum: ID Tech
Topic: My New Mapping Website
Replies: 10
Views: 4583

Re: My New Mapping Website

You can add mine too if you wish

http://www.brushhour.org
by [acid]
Mon Jan 07, 2013 10:04 pm
Forum: ID Tech
Topic: [BETA] 13yard "The Lost Yard"
Replies: 26
Views: 22287

Re: [BETA] 13yard "The Lost Yard"

http://3.bp.blogspot.com/_V4w18ZWaPas/SS-GEcPkXII/AAAAAAAAC6Y/eWOeqEo-bsU/s400/Moniques-Used-Panties-for-Sale-002.JPG I wish that those details on the back of the tower were a little more visible without noclip. I would also add more of that ivy to add some more colour into the map. Maybe change on...
by [acid]
Wed Nov 14, 2012 5:30 pm
Forum: ID Tech
Topic: brush set-up for making floors
Replies: 11
Views: 6206

Re: brush set-up for making floors

You could travel back 2000 years and ask Jesus. Even he would prefer the angled method (he was a carpenter).
by [acid]
Sun Nov 04, 2012 8:00 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

No, those were stock textures all over the map by random. Some faces had the a rock texture, some didn't have it (same texture).
by [acid]
Sun Nov 04, 2012 11:09 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Yeah it was mentioned in the tutorial on KatsBits. Very helpful site. The alignment is now correct, as I skipped the unwrapping process. I just selected UV Mapping, flat for the textures. [lvlshot]http://www.brushhour.org/phil/aulamitbaum.jpg[/lvlshot] Regarding polycount: the leaves are the major p...
by [acid]
Sat Nov 03, 2012 8:27 am
Forum: ID Tech
Topic: midieval map / rocks
Replies: 16
Views: 6333

Re: midieval map / rocks

Back then in October 2001 when I built this map, I was aware of what I was doing. Staying on the grid was crucial. I didn't care about the alignment of the textures, as it was only a 20brush map. You can of course get better results with more care and a shader to round the edges.
by [acid]
Fri Nov 02, 2012 8:40 pm
Forum: ID Tech
Topic: midieval map / rocks
Replies: 16
Views: 6333

Re: midieval map / rocks

I used to build rocks by starting with a cube/bunch of cubes and then clip the hell outta them with the clipping tool.

Luckily cha0s still has the screenshots from my old map online.

Image

Image
by [acid]
Fri Nov 02, 2012 8:07 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Enter Edit Mode, hit P, "Seperate by material". Aaaah :D

The textures even show up in the Radiant. Now there's only one nitpick left: alignment of the leaves. Thanks everyone for your help!

[lvlshot]http://www.brushhour.org/phil/georg.jpg[/lvlshot]
by [acid]
Fri Nov 02, 2012 10:26 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Ah great info! I'm using ngPlant for tree making. *Edit: I successfully exported an ASE Cube with a bark texture. Now I have to work hard on a good UV map for the trees. Another problem is that when I'm importing the .obj from ngTree the whole mesh is imported into one object. But you can still dist...
by [acid]
Thu Nov 01, 2012 11:22 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

I got a free week so I started finding a proper toolset for building trees for Q3. This is my first result. I still can't figure out to import the md3 model with textures, as the md3 export plugin for blender doesn't work properly. I've been rage-searching all day long.... http://www.brushhour.org/p...
by [acid]
Wed Apr 11, 2012 5:54 am
Forum: ID Tech
Topic: Making broken/bent guardrails?
Replies: 12
Views: 3456

Re: Making broken/bent guardrails?

I don't wonder that this guardrail broke. It's built out of cheese :olo:
by [acid]
Tue Apr 10, 2012 3:22 pm
Forum: ID Tech
Topic: Acid3DM10 - Interstellar Waltz (Final)
Replies: 0
Views: 1533

Acid3DM10 - Interstellar Waltz (Final)

It's done! Finally a new map after four years. Credits go to hourences for his lovely texture set and all the playtesters. I took action because of critizism on the beta and slowed down the pace a bit by enlarging some choke points and changing the item set. Info: small size, two atriums, 2YA, 1GA, ...
by [acid]
Thu Feb 16, 2012 9:33 am
Forum: ID Tech
Topic: [BETA] Acid3DM10 "Turboklaus"
Replies: 6
Views: 3743

Re: [BETA] Acid3DM10 "Turboklaus"

Yeah it's a bit too hardcore in certain aspects. I'm already enlarging some of the spots, cutting down connectivity and changed the item arrangement.
by [acid]
Mon Feb 13, 2012 7:51 pm
Forum: ID Tech
Topic: [BETA] Acid3DM10 "Turboklaus"
Replies: 6
Views: 3743

[BETA] Acid3DM10 "Turboklaus"

Hello, today I reached beta status for my current duel map. Still missing details, especially sky/map end and some stuff making the map more vivid. Bot play is present, yet bugged for sure. I recommend playing with CPMA! I am aware the map is very cramped and fast and a good player can make you bite...
by [acid]
Thu Jan 26, 2012 9:08 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Playing around with neat texture set. No details and no proper lighting yet.

Image

Image

Image
by [acid]
Fri Jan 06, 2012 3:40 pm
Forum: ID Tech
Topic: Cel Shading
Replies: 9
Views: 5895

Re: Cel Shading

Should be possbile by writing a second shader cel/ink2 and assigning it to the specific group.
by [acid]
Thu Dec 22, 2011 3:40 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Current layout (alpha/beta).

Image
by [acid]
Wed Dec 21, 2011 1:15 pm
Forum: ID Tech
Topic: Need feedback for a new layout (expected acid3dm10)
Replies: 4
Views: 3263

Need feedback for a new layout (expected acid3dm10)

Hi there, it's been almost four years since my last map release. My fingers were itching a lot nowadays, so I decided to build a new map. I almost forgot how much fun it is :D. I layed brushes for two days and now have an alpha layout that seems playable. I dunno if there is still an active testers/...
by [acid]
Fri Jul 08, 2011 7:37 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

I don't care too much, because I've already been interviewed by a newspaper and reactions were exclusively positive. My former headmaster once phoned me, I shall not release it, because there would be a copyright regarding the inside of the school and thieves might be able to train with the map :olo...
by [acid]
Fri Jul 08, 2011 6:15 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Yes, I took pictures of every tree and bush. Even bought myself a Wacom for making the textures with alpha channels, cause it's a pain working with the mouse.
by [acid]
Thu Jul 07, 2011 11:54 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

Wow, my old account is still there. Been working on the school map again. Those trees make me go nuts. I intend to use sprites for them. The skybox is directly from Google Earth. [lvlshot]http://www.brushhour.org/phil/rauchereck01.jpg[/lvlshot] [lvlshot]http://www.brushhour.org/phil/rauchereck02.jpg...
by [acid]
Mon Dec 28, 2009 5:28 pm
Forum: ID Tech
Topic: ..::LvL is trying to contact some peoples....
Replies: 26
Views: 6474

Re: ..::LvL is trying to contact some peoples....

I should really take a look more often here. I see the LVL Mappack is done, but I didn't receive any eMail?
by [acid]
Tue May 05, 2009 3:03 pm
Forum: ID Tech
Topic: Back from the dead.
Replies: 48
Views: 29504

Re: Back from the dead.

Nice to have you back.

Greetings from Germany o/
by [acid]
Sun Mar 29, 2009 11:05 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284823

Re: Screenshots

A little update on the school map. Compiled with -notrace and everything else which fastened the compiling. [lvlshot]http://brushhour.org/flveg/09/flveg_090330_01.jpg[/lvlshot] [lvlshot]http://brushhour.org/flveg/09/flveg_090330_02.jpg[/lvlshot] [lvlshot]http://brushhour.org/flveg/09/flveg_090330_03...
by [acid]
Mon Mar 16, 2009 3:41 pm
Forum: ID Tech
Topic: School BETA
Replies: 22
Views: 11592

Re: School BETA

Nice map. I'm doing a similiar thing.

The secret places I could find where the saucer and the dead alien, as well as the correct entrance to the pyramid.