Search found 42 matches

by lightmill
Wed May 08, 2013 10:58 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

geX wrote:We are a bit on a steam here, so here is another WIP.

Mars City Living Quarters

Image

Oh very nice and geat lighting for doom3! Is it 4+ lights per face?
by lightmill
Fri Apr 05, 2013 2:31 pm
Forum: ID Tech
Topic: GtkRadiant 1.6.3 Released
Replies: 17
Views: 16405

Re: GtkRadiant 1.6.3 Released

what are the 1 to 8 "level" buttons in the UI menu? any way to enable shift+mouse-drag selection in 2d view?
by lightmill
Fri Feb 15, 2013 9:15 pm
Forum: ID Tech
Topic: Sock writes a bunch of articles...
Replies: 13
Views: 7538

Re: Sock writes a bunch of articles...

Do you see a possibility of converting it to standalone game? (since you redid most of the game code, you have your own textures, and all the maps are new, and the engine is open source anyway)
Quake 1 modding scene been pretty much dead for 10 years unfortunately
by lightmill
Fri Feb 15, 2013 9:02 pm
Forum: ID Tech
Topic: id Software Releases id Studio
Replies: 46
Views: 74868

Re: id Software Releases id Studio

Discouraging license to say the least.
by lightmill
Sat Feb 09, 2013 12:41 am
Forum: ID Tech
Topic: id Software Releases id Studio
Replies: 46
Views: 74868

Re: id Software Releases id Studio

35 gb really? does it come with all the art assets?

And nothing can scare old school mappers who used to deal with IDs tools running vis and light for weeks! (ok, DromEd can)
by lightmill
Wed Feb 06, 2013 8:36 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

Well, Im trying to get the style kinda like shiny normalmapped, but for old technology w/o normal maps ) Could try to tone down the hilights a bit
by lightmill
Wed Feb 06, 2013 7:41 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Been drawing some textures

Image Image
by lightmill
Mon Feb 13, 2012 7:40 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

Sock textures: I have some concerns. Not a big fan of those oversized rivets. I feel they are inappropriate for indoor panels. They would look in place at some bigger scale structures outdoors and trains or ships. Panel surfaces and edges look rather undetailed and all you see are those huge frequen...
by lightmill
Tue Feb 07, 2012 5:37 am
Forum: ID Tech
Topic: [BETA] 13circle "Circle Of Death"
Replies: 13
Views: 7611

Re: [BETA] 13circle "Circle Of Death"

Never played ctf. But it looks good, very solid and proportioned brushwork, good lighting.
by lightmill
Tue Feb 07, 2012 5:31 am
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 11664

Re: My stock textures up for download!

Obsidian, you really need to release a texture pack!
Fully agree. Also that short tutorial is good, you could expand it a bit and publish in another thread so people don't miss it.
by lightmill
Sat Feb 04, 2012 1:24 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

Sock:the texture difference is subtle (I wouldnt notice except dirt on the floor and sharper white-blue floor) but the lighting improved indeed, making the scene look better.
by lightmill
Sat Feb 04, 2012 1:20 pm
Forum: ID Tech
Topic: Why do models receive shadows better than brushes.
Replies: 8
Views: 3373

Re: Why do models receive shadows better than brushes.

isnt gridsize for lightgrid that affects the lighting of entities, like players, items etc and not the world lightmaps
by lightmill
Thu Feb 02, 2012 2:11 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

Interesting observation about exaggerated contrast and black lines making it look less natural. I assume it's somewhat based on Florence Italian architecture and they indeed tend to have a lot of contrast in decoration and floor tiles. Which you probably never can see in the photos, because limited ...
by lightmill
Mon Jan 30, 2012 11:07 pm
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 11664

Re: My stock textures up for download!

Rav3n I think your textures are high quality already, just not all of them work together. I understand its hard to find many quality photo sources.
by lightmill
Mon Jan 30, 2012 10:39 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: tree map model

yeah sure, I sorted it out and made original trunk texture instead of the one in the screenshot (that was lifted from some game) http://www.mediafire.com/?ijnnhawqsugfx8g btw is there a general thread for mapmodels around here?
by lightmill
Mon Jan 30, 2012 3:55 pm
Forum: ID Tech
Topic: GREGYPTCTF3 - BETA1 <-DEC30th
Replies: 14
Views: 4540

Re: GREGYPTCTF3 - BETA1 <-DEC30th

The white\red checker, you can see it in the screenshot. Looks very strange.
by lightmill
Mon Jan 30, 2012 3:33 pm
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 11664

Re: My texture pack up for download

The style is selfexplaining I guess. The scale issue: there supposed to be a consistent correlation between world scale and texture pixels, in quake (or any FPS game) especially. If you have a wall 1024pix that supposed to be about several times player hight (lets say 256 units) then you' d want to ...
by lightmill
Mon Jan 30, 2012 2:28 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

tree

made a tree model
Image

EDIT: download here http://www.mediafire.com/?ijnnhawqsugfx8g
by lightmill
Sun Jan 29, 2012 11:17 am
Forum: ID Tech
Topic: GREGYPTCTF3 - BETA1 <-DEC30th
Replies: 14
Views: 4540

Re: GREGYPTCTF3 - BETA1 <-DEC30th

why floor texture on the walls?
by lightmill
Fri Jan 27, 2012 11:13 am
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 11664

Re: My texture pack up for download

So I checked it, and its very raw indeed, not a texture set but a collection of materials of inconsistent scale and style.
Still useful, just have to pick some textures carefully and mix with some other set.
by lightmill
Thu Jan 26, 2012 11:32 pm
Forum: ID Tech
Topic: Bump maps not showing on vertex lit models
Replies: 21
Views: 7635

Re: Bump maps not showing on vertex lit models

I did some testing and it seems smoothgroups are ignored completely.

Yes the model is big and about 10k polys.
I also use q3map2 from netradiant, its somewhat improved, maybe they changed something about model handling too

2.5.17n
Q3Map (ydnar) - v2.5.17n
NetRadiant - v1.5.0n Mar 9 2011
by lightmill
Thu Jan 26, 2012 10:25 pm
Forum: ID Tech
Topic: Bump maps not showing on vertex lit models
Replies: 21
Views: 7635

Re: Bump maps not showing on vertex lit models

What program are you guys using to model with? Phong shaders can work with lightmapped models, though smoothing groups and vertex lighting usually works better. Model exported from max to .ase. Smoothed finely, looks smooth in radiant (so its not an exporter issue). Looks all wrong compiled either ...
by lightmill
Thu Jan 26, 2012 9:59 pm
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 11664

Re: My texture pack up for download

downloading, might use if I do a map with real-time lighting
by lightmill
Thu Jan 26, 2012 7:14 pm
Forum: ID Tech
Topic: Bump maps not showing on vertex lit models
Replies: 21
Views: 7635

Re: Bump maps not showing on vertex lit models

True that, phong shaders don't seem to work on the models.
I can't get my models to light properly at all, smoothgroups work incorrectly and the model gets lightmapped even with no flags.. sigh
by lightmill
Tue Jan 24, 2012 10:11 am
Forum: ID Tech
Topic: Beta Releasing Compiling Option
Replies: 18
Views: 4882

Re: Beta Releasing Compiling Option

-fast culls lights, (hope I get it right) so technically its not a worse quality but different max distance for light, thus you get a darker overall look, which might be good/bad