Search found 199 matches

by Martinus
Wed Nov 23, 2016 12:09 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3160920

Re: Screenshots

[lvlshot]http://i.imgur.com/vZyZ8av.jpg[/lvlshot]

Replika of Arathi Basin for Open Arena (because of domination gamemode, but it works with Quake 3 and Team Arena too).
by Martinus
Tue Nov 22, 2016 7:52 pm
Forum: ID Tech
Topic: AAS error MAX_MAPFILE_BRUSHSIDES
Replies: 6
Views: 7616

Re: AAS error MAX_MAPFILE_BRUSHSIDES

Yeah, I knew and found the fixaas topic, and thanks for reminding me about that.
I'm still full of problems... (at least the AAS problem solved :up: )
by Martinus
Sat Nov 19, 2016 11:44 am
Forum: ID Tech
Topic: AAS error MAX_MAPFILE_BRUSHSIDES
Replies: 6
Views: 7616

Re: AAS error MAX_MAPFILE_BRUSHSIDES

So then...
MAX_MAPFILE_BRUSHSIDES is equal to MAX_MAP_BRUSHSIDES ?
This problem caused by complex or big brushes/curves?
by Martinus
Fri Nov 18, 2016 11:38 pm
Forum: ID Tech
Topic: AAS error MAX_MAPFILE_BRUSHSIDES
Replies: 6
Views: 7616

AAS error MAX_MAPFILE_BRUSHSIDES

Hello! I've recently got this error message while compiling the bot navigation(AAS) file: "curve brushesERROR: MAX_MAPFILE_BRUSHSIDES" How can I fix it? I think it's some kind of a patch brush issue, but I clipped nearly every single patch brush on my map and still got this error message. ...
by Martinus
Wed Jul 27, 2016 10:10 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3160920

Re: Screenshots

That means my map not worth to post here or what?
by Martinus
Wed Jul 27, 2016 2:53 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3160920

Re: Screenshots

Hy again! Here's my upcoming map what I'm working on: [lvlshot]http://i.imgur.com/xXfNmCx.jpg[/lvlshot] [lvlshot]http://i.imgur.com/AiZd4UZ.jpg[/lvlshot] This is my very first tech themed level trying to aim (mostly) the vertical aspects. I'm in the testing phase with the map. What do you think abou...
by Martinus
Wed Mar 16, 2016 4:20 pm
Forum: ID Tech
Topic: Free music maker?
Replies: 7
Views: 5098

Re: Free music maker?

https://openmpt.org/ -Open Modplug Tracker. I used a lot of this in the past.
You'll need to get samples.
by Martinus
Sat Mar 05, 2016 6:06 pm
Forum: ID Tech
Topic: Model rigging
Replies: 0
Views: 2049

Model rigging

Hey! I'm having problem with model rigging. I don't know how it works exactly. I watched tutorials on youtube for both 3ds max and blender. Can I somehow do the weights by selecting vertexes in blender or 3ds max?(like how in Milkshape 3D can do the weights). I've made a power armor for Fallout 4, a...
by Martinus
Thu Feb 11, 2016 2:22 am
Forum: ID Tech
Topic: Need some help with launchpads (q3ctf5)
Replies: 4
Views: 4080

Re: Need some help with launchpads (q3ctf5)

Choose the texture: common/trigger
then make a brush (with the trigger common texture)
make it trigger_push
place a target_push entity
after this select first the trigger brush (trigger_push) then select the target_push and press ctrl+k.
by Martinus
Tue Feb 02, 2016 7:44 pm
Forum: ID Tech
Topic: First map ever - Technical Damnation
Replies: 4
Views: 3527

Re: First map ever - Technical Damnation

Hello. In my opinion: - the texture usage is too simple (monotone) - too much ammo (and too much on one place) - bots spend a lot of time to collect all the armor shards under the water (make them easy target for free frags) - don't forget to make a txt file (example: http://lvlworld.com/txt/sample-...
by Martinus
Mon Dec 14, 2015 4:56 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

Update (see in the first post for download.)

Changes:
- more team colored bases.
- changed lights in the inside areas.
- item placement
- an open gate version of the map for tourney and ffa (with different item placement)

I hope you will like it. :up:
by Martinus
Mon Dec 14, 2015 4:51 pm
Forum: ID Tech
Topic: Large maps & terrain questions
Replies: 5
Views: 4570

Re: Large maps & terrain questions

Terrain brushes must be detail brushes. Don't make them too complex because that causes very bad r_speeds.
Increase the _blocksize if its necessary for less compiling time and bsp size, but I do not recommend you to do this (as I said just if really necessary).
by Martinus
Wed Dec 02, 2015 2:56 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

Thank you Ferrao10 for your post. I like the open gate idea for a FFA version of the map (without team colors). I can add some stairs to reach easily the 3rd floor. I have ideas to re-arrange the weapon placements (and some of the item placements too). But I do not want to rid off the crypt. I think...
by Martinus
Sun Nov 29, 2015 9:40 am
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

Thank you Hipshot, I thought about that too. I will replace them.
by Martinus
Sat Nov 28, 2015 6:48 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

If them really copyright protected, I can solve that.
Some other suggestions?
by Martinus
Sat Nov 28, 2015 9:22 am
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

Should I change on this map something else?
Do it worth for Quake Live?
by Martinus
Thu Nov 26, 2015 10:27 pm
Forum: ID Tech
Topic: Q3 [BETA] 13matrix "The Campgrounds II - Matrix Edition"
Replies: 18
Views: 14166

Re: Q3 [BETA] 13matrix "The Campgrounds II - Matrix Edition"

I like it, but... what about the sky?
The sky is not part of the matrix? :)
by Martinus
Thu Nov 26, 2015 2:46 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

I changed the red rooftiles colors deeper, and made the indoor areas more eye-friendly.
I do not want teamed wooden beams. There's should be another way to make more team colored the bases if it really that necessary.
by Martinus
Wed Nov 25, 2015 11:34 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

I'm afraid a bit.
by Martinus
Wed Nov 25, 2015 11:34 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

I'm afraid a bit.
by Martinus
Wed Nov 25, 2015 9:12 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

Re: FortTown map (Need test)

What do you suggest about the indoor lightning? How should I "fix" it, if its really not that good?
Maybe decreasing the light intensity?
by Martinus
Wed Nov 25, 2015 4:26 pm
Forum: ID Tech
Topic: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice
Replies: 8
Views: 6559

Re: TNUC [ALPHA] - Would Like Some Layout Feedback/Advice

It says, wrong version.
I could not load it to Quake 3, and I don't have QL client. :(
by Martinus
Wed Nov 25, 2015 4:18 pm
Forum: ID Tech
Topic: FortTown map (Need test)
Replies: 16
Views: 9481

FortTown map (Need test)

Hello everyone, here is my map for test: Red territory [lvlshot]http://i.imgur.com/h3Dd8cn.jpg[/lvlshot] Blue territory [lvlshot]http://i.imgur.com/Oa98prF.jpg[/lvlshot] Crypt [lvlshot]http://i.imgur.com/3tUZbNa.jpg[/lvlshot] [lvlshot]http://i.imgur.com/MMha3wZ.jpg[/lvlshot] I need it for test : -pe...
by Martinus
Mon Nov 23, 2015 9:53 pm
Forum: The Void
Topic: sexy pizza
Replies: 113
Views: 155848

Re: sexy pizza

Image

A guy married with a pizza.
by Martinus
Mon Nov 23, 2015 4:25 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3160920

Re: Screenshots

Well, sst13 your map has 2 alike (mirrored) bases. My map has different "bases". That's the problem (hard to implement that, and I don't think that's a good idea for my map). I added a couple banners to the buildings (as how Eraser suggested to me), but I think it's a bit ruins the looking...