Oh very nice and geat lighting for doom3! Is it 4+ lights per face?
Search found 42 matches
- Wed May 08, 2013 10:58 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159540
- 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?
- 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
Quake 1 modding scene been pretty much dead for 10 years unfortunately
- 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.
- 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)
And nothing can scare old school mappers who used to deal with IDs tools running vis and light for weeks! (ok, DromEd can)
- 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
- Wed Feb 06, 2013 7:41 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159540
- 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...
- 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.
- 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!
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.Obsidian, you really need to release a texture pack!
- 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.
- 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
- 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 ...
- 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.
- 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?
- 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.
- 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 ...
- Mon Jan 30, 2012 2:28 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159540
- 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?
- 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.
Still useful, just have to pick some textures carefully and mix with some other set.
- 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
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
- 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 ...
- 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
- 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
I can't get my models to light properly at all, smoothgroups work incorrectly and the model gets lightmapped even with no flags.. sigh
- 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