It looks great! I like the streamlined graphics a lot.
I think there might be a little too much swiss cheese going on in the area in the second shot though.
Search found 12 matches
- Sat May 23, 2009 11:08 am
- Forum: ID Tech
- Topic: [Beta] pukka3tourney6
- Replies: 21
- Views: 5614
- Thu May 21, 2009 4:23 pm
- Forum: ID Tech
- Topic: Lights and surfaces
- Replies: 2
- Views: 2001
Re: Lights and surfaces
Okay that clears things up. Thank you.
- Thu May 21, 2009 1:39 am
- Forum: ID Tech
- Topic: Lights and surfaces
- Replies: 2
- Views: 2001
Lights and surfaces
I know that in Q4 it was important to divide the brushes adequately so as keep the brush surfaces from being hit by too many lights. Is this also important in Q3?
- Wed May 20, 2009 5:12 am
- Forum: ID Tech
- Topic: Back from the dead.
- Replies: 48
- Views: 29932
Re: Back from the dead.
I think aerowalk is great and all but we really need new some new maps. It's more then enough that dm6, t4 and dm13 are being recycled.
- Mon May 18, 2009 11:15 pm
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
You were right, of course. After dividing my models into several meshes, which wasn't easy because it made exporting the model quite a struggle, I managed to texture it probably. All thanks to you guys. Cheers!
- Mon May 18, 2009 8:20 pm
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
...unless what you meant was that I could link the model to my .shader textures with that code.
- Mon May 18, 2009 3:24 pm
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
Alright, thanks. I guess I'll go back and rework my models.
That still doesn't solve my real problem however. I think i'll just have to recreate the shaders manually.
That still doesn't solve my real problem however. I think i'll just have to recreate the shaders manually.
- Mon May 18, 2009 12:03 am
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
Games have trouble with ASE materials if they're set up as multi-materials, so Max being able to read the model isn't helping narrow the problem down. To get multiple (different) materials working correctly you need to have each material assigned to a separate Geometric object... so looking at the ...
- Sun May 17, 2009 10:56 pm
- Forum: ID Tech
- Topic: Back from the dead.
- Replies: 48
- Views: 29932
Re: Back from the dead.
It was hinted at that there indeed will be a mapping contest but that it probably would be a while.
- Sun May 17, 2009 10:51 pm
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
*MATERIAL_NAME "\textures\egyptsoc_sfx\jpblue_floor1a" This looks fishy to me, all my ASE models reference their textures this way: "textures/egyptsoc_sfx/jpblue_floor1a" . With forward slashes and no leading slash. I use forward slashes and a leading slash on all my references,...
- Sun May 17, 2009 7:48 pm
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Re: Shaders on a model
Which format did you use for your models? If you used .ASE could you please post a snippet of the code of some model or perhaps the whole file altogether? So that I might compare. Thanks.
- Sun May 17, 2009 2:15 am
- Forum: ID Tech
- Topic: Shaders on a model
- Replies: 12
- Views: 5305
Shaders on a model
Hello. I'm currently making a map for Quake 3 using GTK radiant 1.5, but I've ran into a problem trying to texture my models with custom shaders. What I do is I model in MODO, export as .obj and import into MAX and then export as .ase and finally import into gtk 1.5. That has worked so far, albeit w...