been awol from mapping a bit, heres the current project tho.. kinda like 700 audio files and 210 minutes...
[lvlshot]http://www.rave.ca/en/image/original/444002/[/lvlshot]
some nece screens guys/gals
Search found 356 matches
- Mon Feb 27, 2012 5:02 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
- Sun Jan 29, 2012 1:30 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11664
Re: My texture pack up for download
You have a long list of websites of where I assume you originally got them from, which makes me think they are not originally yours. Don't take this the wrong way, I am just asking because one of those sites might ask you the same question. yeah and god and his son satan might have beef with your u...
- Sun Jan 29, 2012 1:28 pm
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - BETA1 <-DEC30th
which?
although a label says ground/floor.... we do find rocks in space....
although a label says ground/floor.... we do find rocks in space....
- Thu Jan 12, 2012 1:03 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
sparkly line at the top of the grate in this pic odium
- Sun Jan 08, 2012 6:56 pm
- Forum: ID Tech
- Topic: Cel Shading
- Replies: 9
- Views: 5718
Re: Cel Shading
thanks
- Fri Jan 06, 2012 9:29 pm
- Forum: ID Tech
- Topic: speed mapping vid.
- Replies: 18
- Views: 6360
Re: speed mapping vid.
um well, if a model/detail is contained in a non solid/caulk box floating in the air, the player will need to walk into the space of the caulk box in order to have drawn its contents.... thats a form of far clipping... pretty rudimentary if its used for the objective of having something seen only fr...
- Fri Jan 06, 2012 7:36 pm
- Forum: ID Tech
- Topic: speed mapping vid.
- Replies: 18
- Views: 6360
Re: speed mapping vid.
pardon me, it may be that this is mod specific.. and i meant "far clipping" just using the ability to far clip a func-group very close to the group could create soe interesting effects.. ie ghosts that appear when close up. heres the url'; http://sgq3-mapping.blogspot.com/2009_0 ... chive....
- Fri Jan 06, 2012 3:49 pm
- Forum: ID Tech
- Topic: speed mapping vid.
- Replies: 18
- Views: 6360
Re: speed mapping vid.
i found a tutorial for lod of func_groups in gtk/q3 a while back..i bet it could be used for interesting effect trickery, like ghosts that appear without triggers...
- Fri Jan 06, 2012 3:47 pm
- Forum: ID Tech
- Topic: my ent plus work.
- Replies: 57
- Views: 56069
Re: my ent plus work.
is that a lift on the left?, nice
- Fri Jan 06, 2012 3:46 pm
- Forum: ID Tech
- Topic: Cel Shading
- Replies: 9
- Views: 5718
Re: Cel Shading
then also it would need another _celshader key in worldspawn, one for each of the shaders in the script?
- Fri Jan 06, 2012 2:30 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
messin around with geometry fro gregyptctf1
[lvlshot]http://www.rave.ca/en/image/original/441945/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441792/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441945/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441792/[/lvlshot]
- Thu Jan 05, 2012 5:29 pm
- Forum: ID Tech
- Topic: Cel Shading
- Replies: 9
- Views: 5718
Re: Cel Shading
the reason i ask is that my blades of grass are made from patches and this is the way it affects them.... [lvlshot]http://www.rave.ca/en/image/original/441759/[/lvlshot] heres a question Entity 0 (worldspawn) has cel shader textures/cel/ink Entity 1 (func_group) has cel shader textures/cel/ink Entit...
- Thu Jan 05, 2012 4:38 pm
- Forum: ID Tech
- Topic: Cel Shading
- Replies: 9
- Views: 5718
Re: Cel Shading
thanks but that does not tell me how to turn off the cel shading on edges i do not want it to affect... im also guessing that this line in the cel.shader is for telling the ink to position itself? q3map_offset -2.0 Offsets a surface along the vertex normals N.N units. Used in celshading. i wonder if...
- Thu Jan 05, 2012 4:22 pm
- Forum: ID Tech
- Topic: speed mapping vid.
- Replies: 18
- Views: 6360
Re: speed mapping vid.
i kinda expected a real time video showing a map made in five minutes...
im blown away by the density of prefabs used in a no vis block area though
im blown away by the density of prefabs used in a no vis block area though
- Thu Jan 05, 2012 3:43 pm
- Forum: ID Tech
- Topic: Cel Shading
- Replies: 9
- Views: 5718
Cel Shading
sorry to bother anyone who chooses to be bothered by me... anywho, i've googled, searched the forum and clicked through half a dozen pages of archiv'd threads at wayback, none to help... I'm taking a day to mess around off the current project, and decided to try cel shading leafland geometry in pref...
- Thu Jan 05, 2012 2:50 pm
- Forum: ID Tech
- Topic: Proball Map
- Replies: 16
- Views: 11958
Re: Proball Map
nodrop? -common shader for bottoms of pits...
and as for killing fallers, try this
put a trigger brush that covers the whole bottom and link it to a target kill, AND a target speaker with the correct item from the entity definition for falling sounds based on player skin.
and as for killing fallers, try this
put a trigger brush that covers the whole bottom and link it to a target kill, AND a target speaker with the correct item from the entity definition for falling sounds based on player skin.
- Wed Jan 04, 2012 10:09 pm
- Forum: ID Tech
- Topic: 3D painting in Blender an alternative to Alpha Mod?
- Replies: 30
- Views: 11977
Re: 3D painting in Blender an alternative to Alpha Mod?
remember what he is telling you about is "blending" that is having a nice continueous edge of transition from any one texture to another, what im talking about is taking a long look at the brushes/geometry you've got as the "colored" area, and in a rectangular image file in photo...
- Wed Jan 04, 2012 9:53 pm
- Forum: ID Tech
- Topic: 3D painting in Blender an alternative to Alpha Mod?
- Replies: 30
- Views: 11977
Re: 3D painting in Blender an alternative to Alpha Mod?
Skinmaster, Ferrao10's not talking about UVW-wrapping or other texture projection techniques, he's talking about texture blending. If you're going to reply, please don't interject with superfluous stuff not pertinent to this topic. Read his questions and if you don't understand them, posting irrele...
- Wed Jan 04, 2012 9:50 pm
- Forum: ID Tech
- Topic: 3D painting in Blender an alternative to Alpha Mod?
- Replies: 30
- Views: 11977
Re: 3D painting in Blender an alternative to Alpha Mod?
3d painting means you export your geometry to a square file, it becomes a series of lines like the shape of a cardboard box before folding it up, that is Not what im saying to do, but it is one method. or its the ability to use a paintbrush which "draws" 3d geometry as you move your mouse,...
- Wed Jan 04, 2012 9:26 pm
- Forum: ID Tech
- Topic: 3D painting in Blender an alternative to Alpha Mod?
- Replies: 30
- Views: 11977
Re: 3D painting in Blender an alternative to Alpha Mod?
well its true you could do the work in blender, i dont know much about that specific program i do get modelling pretty good though, I've used alias wavefront power animator v8(mayas parent) and wings3d (the simplest editor ever created, and one of the best free ones) and gtkradiant,.. what your mode...
- Wed Jan 04, 2012 7:25 pm
- Forum: ID Tech
- Topic: 3D painting in Blender an alternative to Alpha Mod?
- Replies: 30
- Views: 11977
Re: 3D painting in Blender an alternative to Alpha Mod?
if youre saying that you make a "skin" stye texture from a top down view of your up facing polygons, on say a 1024/ or 512/ size jpg, andthen scale it soit covers te entire area you're attending to, then yes, your idea is sound and very strong 'trick" when it comes to getting a animat...
- Wed Jan 04, 2012 10:17 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
1, my screenshots are not ALL really dark 2, thank god god created someone who knows what EveRYOne wants and likes. 3. with less than ten people posting regular shots of "what youre working on" is it really necessary to prune? fkd, thanks for the hud on off thingy.. as for qual/quan... yo...
- Tue Jan 03, 2012 11:40 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
1, the maps thread is for the beta which is a few days old... these screenshots are from today, current work in progress and this is the "screenshots of what we're working on thread" 2. pardon me for participation in a near dieing forum, but then quake 3 is pretty fun, i will probably be ...
- Tue Jan 03, 2012 2:35 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
dirEcTOr groSS put something new out two weeks ago! New Q3 Film #1 and a short; New Q3 Film #2 [i]new pics from last nights final compile... new "steps" in the center.. incomplete/jail "lock up" zone in conceptualization still working on the hinting around the center... 43fps at...
- Tue Jan 03, 2012 3:18 am
- Forum: ID Tech
- Topic: Proball Map
- Replies: 16
- Views: 11958
Re: Proball Map
heres what i found: Basically in proball, this is what you do; Think football, two teams (red, blue), a ball (yellow), two goals. Red team scores in blue's goal. Blue team scores in red's goal. #proball on irc.quakenet.org (if its still working/?) heres a map on lvl thats proball setup.. its likely ...