Search found 191 matches

by Castle
Thu Jan 22, 2015 3:03 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

Strange... that should have made "holes" in your walls and floors. Then again, your bevels seem to very fine less than 1u, and all your blocks are textured, so one would almost never see holes. My caulked edges in walls stand out pretty badly by contrast. Oh well :) You are correct, the h...
by Castle
Wed Jan 21, 2015 10:41 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

I actually beveled the edges on the blocks and in some cases added small amounts of detail.
by Castle
Mon Jan 19, 2015 9:02 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

I like how this is coming along! You have a much more extensive list of modules than I do right now that's for sure too. Though I am only building them as the need arises. I really like how you did the stairs with ramps on either end. :)
by Castle
Tue Jan 13, 2015 10:56 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

Man that looks really cool!

I like the way the spaces have a very comfortable feeling to them in this style of design too.
by Castle
Sun Jan 11, 2015 2:46 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

What about disabling T junction fixing in the compile process? Hmm it sucks to see you hitting a wall with this in Quake 3. Something I have noticed about building this way is it tends to give the environment weight if that makes sense. Almost more realistic in some ways. Its kind of strange. When I...
by Castle
Tue Jan 06, 2015 12:13 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

Castle , recently looked up gmax on Wikipedia and other 3D modelling tools and it really seems, other than 3ds Max (costly) only Blender (free) is worth learning. It might be cool if you could do a segment on creating a few "simple" meshes, e.g. bevelled brushes that then get exported to ...
by Castle
Tue Jan 06, 2015 11:54 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

I would not playerclip ramp the stairs, that feels bad when you play regular q3. I might however botclip ramp them, doesn't affect the player so. Actually this is true and I stand corrected. Quake 3 and especially Quake 3 CPMA treat steps and ramps very differently game play wise. My knowledge on t...
by Castle
Tue Jan 06, 2015 3:04 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

As far as player clip. Since Quake 3 doesnt have IK on the feet then the default answer will be always ramp it when you can.
by Castle
Sun Jan 04, 2015 6:57 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

That looks pretty damn close even if its not exactly the same. I kind of wish I knew about that sooner.
by Castle
Sun Jan 04, 2015 4:20 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

Yeah... noted that your modules look more interesting... though I had the feeling those had to do with "indentations" of the surface geometry. I did think about it... but that might up the poly counts even more. The other really huge plus of UT4 should be that your modules are mesh instan...
by Castle
Sat Jan 03, 2015 11:34 pm
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

A lot of my experiences reflect yours so far when it comes to this style of design. The fact that the level is viewable from outside on my UT4 map is amusing to say the least. Though I will say that Unreal 4 has a couple advantages. For one I have access to triplanar materials which allows me to not...
by Castle
Fri Jan 02, 2015 5:39 am
Forum: ID Tech
Topic: AEblocks - Modular Mapping
Replies: 103
Views: 55589

Re: AEblocks - Modular Mapping

I hope Castle can forgive my application off his idea... though after some more thought, it reminds me that the Portal 2 level editor pretty much did this way back. HA! This is awesome! And I too have to say that there really is something neat about this. I like how it changes the design process an...
by Castle
Thu Dec 25, 2014 10:10 am
Forum: ID Tech
Topic: Looking for someone to help out with a Quake 3 video
Replies: 6
Views: 5227

Re: Looking for someone to help out with a Quake 3 video

I know someone who can do it. I'll contact you tomorrow or the day after.
by Castle
Wed Dec 17, 2014 1:11 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3303227

Re: Screenshots

Ok so here is a video on the topic of Reflex and why I think its a big deal. The video is bit long but it covers everything I have been wanting to say about it. http://youtu.be/QKUvz3HRshU?list=PLZmVk ... D9xSFD1Y8q It covers, heiarchical instancing, play in editor and multiplayer as well as my thou...
by Castle
Tue Dec 16, 2014 2:09 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3303227

Re: Screenshots

Castle showed what CODradiant can do, they had (was it called instancing?)... Its called hierarchical instancing and I feel that its something every level designer and engine/tools programer should take some time to understand in great detail. Its application is a paradigm shift for level design fl...
by Castle
Sun Dec 14, 2014 11:23 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3303227

Re: Screenshots

Fjoggs wrote:More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. :)
You mean Reflex isn't the sequel to Quake 3 CPMA? :p
by Castle
Fri Dec 12, 2014 12:02 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3303227

Re: Screenshots

Castle, you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" :owned: I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. :ninja: Oh...
by Castle
Thu Dec 11, 2014 7:22 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3303227

Re: Screenshots

Man that's awesome to have the patience to do brush work like that in Reflex. What Reflex really needs right now, outside of a rotation widget, would be hierarchical instancing and the ability to bring in static meshes. While I can definitely see it being nice to use GTKR I really just cant bring my...
by Castle
Wed Dec 03, 2014 10:51 pm
Forum: ID Tech
Topic: AEdm7R - AEon's DM7 for Reflex - (D/L)
Replies: 48
Views: 28638

Re: AEdm7r - AEon's DM7 Reflex - (Alpha)

Hey I am loving the updates on this and I have been keeping up almost daily. I have been too busy lately to do my live server and more Reflex videos as I keep running into something right before I commit to doing it.

I am definitely up for jumping in and checking out your map sometime!
by Castle
Sat Nov 29, 2014 7:37 am
Forum: ID Tech
Topic: AEdm7R - AEon's DM7 for Reflex - (D/L)
Replies: 48
Views: 28638

Re: AEdm7r - AEon's DM7 Reflex - (almost an Alpha)

Another point of advice is that they warn us to make a backup of our CFG files as they have a chance of being overwritten when a new patch comes out. So just a heads up on that. Yeah, read about that as well... I also try to keep a copy of anything that changed from the default Steam download... in...
by Castle
Fri Nov 28, 2014 5:51 am
Forum: ID Tech
Topic: AEdm7R - AEon's DM7 for Reflex - (D/L)
Replies: 48
Views: 28638

Re: AEdm7r - AEon's DM7 Reflex - (almost an Alpha)

If I am not mistaken, it is possible to disable other players from being able to modify the level. I have also observed that if you are a client then you are not allowed to save the level however the server is able to. With this in mind it should be technically possible for you to work on your level...
by Castle
Fri Nov 28, 2014 1:25 am
Forum: ID Tech
Topic: AEdm7R - AEon's DM7 for Reflex - (D/L)
Replies: 48
Views: 28638

Re: AEdm7r - AEon's DM7 Reflex - (about 80% to alpha)

This is awesome! I have been taking this week off from doing videos and side projects but I am starting to want to get back into things. Getting back into doing my reflex level design is a priority. I absolutely love the caulk material you created! Is it possible that I can use it as well? Are you p...
by Castle
Sun Nov 23, 2014 8:09 pm
Forum: ID Tech
Topic: Reflex level editor
Replies: 55
Views: 38258

Re: Reflex level editor

Hey guys! Sorry for being away a bit, I have been crazy busy lately. As for seeing the tools potential I see a ton of potential on all fronts. I currently view Reflexes multiplayer editing tools as a true next gen concept that should be strongly considered for all development tools. Imagine if Unity...
by Castle
Sun Nov 16, 2014 5:31 am
Forum: ID Tech
Topic: Reflex level editor
Replies: 55
Views: 38258

Re: Reflex level editor

Another thing I have been observing is a decline in the usefulness of 2d windows in game development with higher poly assets. I want to do a video talking about this this weekend, I have to get my copy of UE4 working again to show proper examples. That already started with Radiant and Q3A. As soon ...
by Castle
Sat Nov 15, 2014 10:05 pm
Forum: ID Tech
Topic: Reflex level editor
Replies: 55
Views: 38258

Re: Reflex level editor

Very good work! I would love this to be my 3d window in GTK radiant or the old DOS version of Radiant, seems more work and longer work flow then alt tabbing windows, the speed loss of working this way would drive me mental. The lighting and ability to jump into the game is awesome but I would want ...