Search found 34 matches
- Tue Apr 12, 2011 1:48 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
There IS kind of a standard form language in Quake3 maps, and has been for a while. Same floor texture everywhere, with 8 or 16 unit trim around all the edges, cut all the walls horizontally and stack textures. It was oppressive space themes years ago but it's now morphed into brick warehouses, like...
- Tue Mar 08, 2011 2:41 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
How does this work? Is it all generated into this shape and then you export it as a model and import it? It takes an overall working volume that it cuts up randomly into non-overlapping brushes, and x smaller volumes that are either solid (brushes are clipped away inside and caulked) or empty (brus...
- Sun Mar 06, 2011 8:35 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
Progress on making cubespew more robust. These are some simple volumes, and the cubey breakup generated from them: [lvlshot]http://lunaran.com/pics/q3_dm5_cuuubes4.png[/lvlshot] Still having a problem with a larger block winding up with a narrow gap around it that gets filled with a row of 8x8 cubes...
- Sat Jan 08, 2011 8:27 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
I didn't want to place zillions of brushes in Radiant to detail a whole map this way so I wrote some python script to generate it in a way that gave me control over placement/density/etc. Once I already had that working, it was a short hop to add texture alignment, because I was finding the lighting...
- Sat Jan 08, 2011 5:56 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
I'm a big fan of corsair's 20b contest entry - a lot of entries seemed to rely on quake3 gameplay being resilent enough to support a too-small and simple map rather than really try and get the most out of twenty brushes, but he's got an entire quality layout there. style test: http://lunaran.com/pic...
- Sun Oct 17, 2010 11:17 pm
- Forum: ID Tech
- Topic: editing levels directly in polygons (not polyhedrons)
- Replies: 18
- Views: 5807
Re: editing levels directly in polygons (not polyhedrons)
q3map2 isn't as good about lightmapping big mesh faces either.

I wanted to model and uv a whole map in Maya and that tanked the idea pretty early.
(unless there's a fix for this I never found ...)

I wanted to model and uv a whole map in Maya and that tanked the idea pretty early.
(unless there's a fix for this I never found ...)
- Sun Oct 17, 2010 11:05 pm
- Forum: ID Tech
- Topic: Raven Software
- Replies: 28
- Views: 10001
Re: Raven Software
sock, rgoer, pjw, raven (ford, right?), Hellchick, kungfusquirrel, ken20banks, and myself were all at raven at the same time. I think wviperw started after rgoer left, but otherwise we all overlapped. I don't if pjw and wviperw are still there after the last round of layoffs, but raven went in the f...
- Sun Oct 17, 2010 10:56 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
fKd, those are some surprisingly metallic looking textures for an engine with no speculars. nice.
A little color makes a big difference:

oh yeah that's the map I'm making
A little color makes a big difference:

oh yeah that's the map I'm making
- Sat Jan 03, 2009 6:01 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
You can't measure this stuff precisely - making everything to exact scale in a game with 90° FOV and linear perspective comes out looking all wrong. Doors look cramped and halls are tiny and ceilings are low and details are all microscopic and busy, because we should be seeing those things with near...
- Thu Dec 18, 2008 8:59 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
I guess it works best in a space map but it could also be useful for partial sky exposure. Working on a different map, I could never force q3map2 to give me the right brightness vs falloff distance of sky surfacelights, but the dozens-o-suns thing is exactly the effect I wanted there too. One bright...
- Wed Dec 17, 2008 4:55 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
Well, there's HDR as High Dynamic Range, with floating-point lighting values that aren't bound to a particular exposure bracket or monitor brightness range, which quake3 simply doesn't do, and there's other lighting techniques that kind of get lumped in with it that aren't really dynamic or high ran...
- Tue Dec 16, 2008 10:01 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
[lvlshot]http://lunaran.com/pics/q3_hdr2.jpg[/lvlshot] Stupid skybox lines. I need to try ioq3. I used python to crank out a ton of sun definitions with colors sampled from the skybox to mimic HDR dome lighting. There are 92 suns, which I'm willing to guess is a record. I'm probably just going to pl...
- Tue Dec 16, 2008 2:30 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
/me lifts up his shirt
- Tue Dec 16, 2008 1:03 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
Re: Screenshots
This is not a screenshot: I had a quick idea for something I wanted to try out in Quake3 - not a full blown map investment, just some poking around. GTKR isn't working right! Of course it isn't. Okay, yay, I dunno why the hell it won't load shaders all of a sudden, I remember messing with some inter...
- Tue Jul 31, 2007 5:56 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
- Sat Jul 28, 2007 5:38 am
- Forum: ID Tech
- Topic: [Q4 MP] Poprocks
- Replies: 14
- Views: 3308
- Wed May 23, 2007 1:10 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
- Tue May 22, 2007 4:05 am
- Forum: ID Tech
- Topic: PC gaming and mapping (split thread)
- Replies: 75
- Views: 21697
well I hate to be the sour grapes guy, but the kind of mod communities that quake 1/2/3 (and other titles of their eras) enjoyed will never, ever happen again making games is just too involved these days--what used to take one guy to build now takes a dozen guys, all from different disciplines Anot...
- Tue May 22, 2007 3:41 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3206803
I miss the Quake3 engine hard . [lvlshot]http://www.lunaran.com/pics/lun3dm5_wip2.jpg[/lvlshot] (I wanted to just toss that in and sneak away but there's been some neat looking stuff I wanna comment on. Strahlemann, this is a bit late but very nicely done, but, that green is seriously overpowering, ...
- Fri Apr 06, 2007 3:10 pm
- Forum: ID Tech
- Topic: New Quake4 Map-Like Thing: "Strombine"
- Replies: 31
- Views: 36856
- Thu Apr 05, 2007 9:26 am
- Forum: ID Tech
- Topic: New Quake4 Map-Like Thing: "Strombine"
- Replies: 31
- Views: 36856
Wow.. Okay, tutorials/strategies for painting light textures for ambient lights, please. That whole idea is dead secksy. Well, this one isn't for an ambient light but the principle is the same. You've got a light source in a room, and that light is going to spread out from the source in volumes. Th...
- Mon Mar 26, 2007 8:04 pm
- Forum: ID Tech
- Topic: New Quake4 Map-Like Thing: "Strombine"
- Replies: 31
- Views: 36856
- Mon Mar 26, 2007 2:11 pm
- Forum: ID Tech
- Topic: New Quake4 Map-Like Thing: "Strombine"
- Replies: 31
- Views: 36856
New Quake4 Map-Like Thing: "Strombine"
Okay, this is really kind of a dumb release. http://www.lunaran.com/pics/strombine/thumbs/strombine_1.jpg I've been doing a bunch of experimentation on the side with this engine, noodling problems and issues we're all pretty familiar with. They all got lumped into one map through various circumstanc...