Search found 27 matches

by T_Creutzenberg
Thu Dec 31, 2009 5:41 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285118

Re: Screenshots

Hipshot wrote:That's cool, but what is it for?
Well it's actually just a project I had to do at university.
More or less a 3D still life kind of thing. No sense, no reason,
no game, just a scene.
by T_Creutzenberg
Thu Dec 31, 2009 4:21 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285118

Re: Screenshots

Has nothing to do with Quake, it's a quick & dirty project I had do to for university.
Maybe I'll have some time now working on my map again :p

Image
by T_Creutzenberg
Fri Nov 06, 2009 6:19 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Hey guys, thanks very much for your feedback! I'm still working on it, but my spare time shrinked down to a few hours per week again ... so it'll be a little bit before I can update the map.
@Salinga: Sure you can, no problem at all.
by T_Creutzenberg
Fri Oct 30, 2009 2:40 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Looking at your map, trying to understand how you created some of the geometry, I noted three areas with sparklies, especially the ones at the JP and the steps, would be good to fix, IMO: [lvlshot]http://aemap.hugelaser.com/misc/thomasc4_01.jpg[/lvlshot] Cheers, The second and third are fixed. I'm ...
by T_Creutzenberg
Fri Oct 30, 2009 2:12 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

I found one place where the r_speeds went up over 20k. I don't know what the limit to acceptable r_speeds is nowadays, but I noticed some slowdown there - and nearly nowhere else on the map (it's here at this spot ). This is fixed now, a brush that should have been structural was detail. You had fu...
by T_Creutzenberg
Fri Oct 30, 2009 1:22 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Would you allow me to "trace" the (mostly wall) textures used in your map to let my add them to the AEcell texture pack? Yeah, sure, as long as you give me proper credit for it in the readme. Oh, and I don't know which naming conventions you use for your texture pack, but it would be nice...
by T_Creutzenberg
Mon Oct 26, 2009 10:35 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Just to let you know I'm still on it, but real life's got a strong grip on me at the moment...
by T_Creutzenberg
Mon Oct 26, 2009 10:27 pm
Forum: ID Tech
Topic: AEmars - Mars Base (alpha)
Replies: 31
Views: 13714

Re: AEmars - Mars Base (alpha)

For a first test not too bad, but a real skybox will probably be my preference. Looks intersting visually. If you go for a skybox, how about one with drawn clouds where you just see the outlines in the same color as the textures? A moving cloud layer would than be even better then a skybox. And I k...
by T_Creutzenberg
Sat Oct 24, 2009 5:25 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Alright, it's better than I thought then I guess. Still, since you're putting so much time into bot clipping anyway, I would just use fixaas in the future instead. Even though the .aas file is simplified the filesize is still huge because of all the complexity buried behind the botclip. Also, there...
by T_Creutzenberg
Sat Oct 24, 2009 5:07 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

About the PT dead end - you can jump from that PT platform onto the platform behind, bit of skill there (not much though), and you can also jump back. True. ... it is pretty rare to have this many alternate and intricate paths to play, and IMO this is actually fun for a map... learning all the poss...
by T_Creutzenberg
Sat Oct 24, 2009 4:59 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

First of all, thanks for your feedback guys, it's really appreciated :) The only thing that really bothered me about the visuals was the lack of a distinct secondary color. All I'm seeing is brown, orange, reddish-brown, etc. This is intentional. I do want the player to focus on playing. Also, there...
by T_Creutzenberg
Sat Oct 24, 2009 3:27 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

ui, u could improve the explodin barrels! <: Well, how exactly should I improve them? What do you not like about them? [*] You might want to add some "vertex" animation to the flags, i.e. what id did to their flags. The flags look very "dead" just hanging there, IMO. I added som...
by T_Creutzenberg
Sat Oct 24, 2009 10:35 am
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Wait, im confused. Did I misunderstand you or did you say you made these textures? Yes I did. :D Hello q-fraggel? And you're right it's me. I'm doing professional game business stuff for quite some time now and I want to represent my work with my real name and not an alias. That's why I'm using my ...
by T_Creutzenberg
Sat Oct 24, 2009 12:46 am
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

InsaneKid wrote::eek: ooh, Thomas, ur still mappin? :p
i cannot extract the pk3!
Yes, but very rarely. Sometimes ;) What are you up to?
The .pk3 was corrupt, I uploaded a new one that works, at least for me when I just tested. Hope that works for you too now.
by T_Creutzenberg
Sat Oct 24, 2009 12:31 am
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

Re: BETA: thomasc4 - Aussenposten 08

Thanks for the feedback :) I already uploaded an updated version (beta2) which fixes some of the stuff mentioned. Pity most of the map's gameplay is in the "nether regions" It's only playing with bots like this. I already tried with friends and it's totally different with real people. [*] ...
by T_Creutzenberg
Fri Oct 23, 2009 7:04 pm
Forum: ID Tech
Topic: BETA: thomasc4 - Aussenposten 08
Replies: 44
Views: 39382

BETA: thomasc4 - Aussenposten 08

Hi, here is the beta version of my upcoming map "Aussenposten 08". Feel free to test it and to tell me what you think about it. Cheers! ( UPDATED: Beta2 ) Download: http://www.creutzenberg.de/thomasc/map- ... beta2a.zip (Old) Screenshot [lvlshot]http://www.creutzenberg.de/thomasc/thomasc4_...
by T_Creutzenberg
Thu Oct 22, 2009 11:01 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285118

Re: Screenshots

Hi, here are some screenshots of the map I'm still working on from time to time. It's nearly finished. Tower 1 [lvlshot]http://www.creutzenberg.de/thomasc/thomasc4_tower1.jpg[/lvlshot] Moved to this topic including Beta version: http://www.quake3forum.com/forum/viewtopic.php?f=10&t=41833&sid...
by T_Creutzenberg
Mon Mar 09, 2009 12:23 pm
Forum: ID Tech
Topic: Uniform lightmap scale on all brushes?
Replies: 22
Views: 12823

Re: Uniform lightmap scale on all brushes?

I don't know if it already was said before, but if you set _lightmapscale in the worldspawn,
everything will have this lightmapscale EXCEPT func_groups. I.e. you have to maually set
the lightmapscale for every func_group, too. You can also set different lightmapscales for
different func_groups.
by T_Creutzenberg
Sat Feb 21, 2009 10:57 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285118

Re: Screenshots

Cheers!

Yes, there are Quake 3 style fake lens flare sprites on the lights.
I actaullay really like them and it looks way better with them in
game than without them. Also, in vertex light mode, you won't
see them. So all the lego-quakers (like me sometimes) won't get
distracted ;)
by T_Creutzenberg
Sat Feb 21, 2009 3:37 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285118

Re: Screenshots

Aussenposten 08 for Quake 3 Arena. Coming soon. Probably. Or similar. That doesn't make sense. Right. http://www.creutzenberg.de/thomasc/thomasc4_01.jpg http://www.creutzenberg.de/thomasc/thomasc4_02.jpg http://www.creutzenberg.de/thomasc/thomasc4_06.jpg http://www.creutzenberg.de/thomasc/thomasc4_0...
by T_Creutzenberg
Thu Feb 19, 2009 11:31 am
Forum: ID Tech
Topic: Sprite texture only visible in lightmap mode?
Replies: 3
Views: 1909

Re: Sprite texture only visible in lightmap mode?

Great! Thank you very much! That's exactly what I was looking for :D
by T_Creutzenberg
Thu Feb 19, 2009 2:01 am
Forum: ID Tech
Topic: Sprite texture only visible in lightmap mode?
Replies: 3
Views: 1909

Sprite texture only visible in lightmap mode?

Hi there! I actually can't find an info that nor was I able to figure it out myself ... Is it possible to create a shader for an autosprite so it will only show up in lightmap mode and not in vertex mode? I do have an autosprite2 light beam and would like it to show up only when lightmap mode is act...
by T_Creutzenberg
Wed Sep 24, 2008 9:40 am
Forum: ID Tech
Topic: Problems with vertex light ...
Replies: 6
Views: 3160

Re: Problems with vertex light ...

Oh, I just tried the -cpma switch with q3map2 which says it simulates old style vertex light, but it q2map2 says it's not working ... Is there a way to compile the map once with and once without patchshadows and then merge them into one? When I compile the map without patchshadows vertex light looks...
by T_Creutzenberg
Wed Sep 24, 2008 7:37 am
Forum: ID Tech
Topic: Problems with vertex light ...
Replies: 6
Views: 3160

Re: Problems with vertex light ...

Ok, thanks. But there isn't a shader trick or something else like a q3map2 switch?
by T_Creutzenberg
Tue Sep 23, 2008 11:20 am
Forum: ID Tech
Topic: Problems with vertex light ...
Replies: 6
Views: 3160

Problems with vertex light ...

Example 1: The stairs are a little bit inside the wall, which is a curve, so it won't be possible to perfectly align them ... Some of them even change color from black to normal when moving up or down the stairs. Scary! Anybody got any clue how to get rid of this problem? Also, please note the stran...