I finally managed the Camaro model texture working! Though there is some unspecific UV mapping error, which occured lastly after some time (it wasn't originally). Maybe my Windows? So I need to repair that one before the model actually can be distributed. This is what it looks like in game:
Where I got with noclip inside the model, you can clearly see the mirrors are weirdly stretched. I also managed to shoot the bottom of the car, though it's the part that doesn't get to normally rendered unless the player is able to get under the model. I consider removing the underneath part if you don't want to put it somewhere player could see the bottom...
Take a look at some of the model shaders that come with the game. They use vertex lighting in the shader. You'll want to add that to the shader file because right now it's rendered full bright. Looks good though.
It's not final version, I need to repair that mirror bug, but I totally forgot that models need to be lighted slightly different than brushes/patches, though. Thank you. Actually, I used to see models use rgbGen lightingDiffuse (rather than vertex, used for sprites) Actually, that full-bright might be caused also by shader using surface light. Maybe try to remove the surface light and force mappers to use regular entity lights with color selection matching the lights? Making it spotlights and adding flares? And what to do with the bottom face of the car (the mechanical part underneath). In most cases players won't see this surfaces, but when placed somewhere in mechanical engineering workplace (car repair service), the player could actually run underneath. Make two versions of it? One for garage placement, without bottom face, the other with the bottom face for the repair workplace?
I'll make another topic for the model development suggestions, there you could posts suggestions for further model improvements. First version will have the UV mapping bug repaired and shader improved to better placement in maps. Model scale will be altered to match player size (intended to be model of real car 1:1) and of course to better fit in Radiant grid...
Well, it's just texturing job, I only added mirrors to make it look more realistic, but the actual modelling job is done by Karan Shah. Website pages (part 1 and 2 of tutorial) are below. Downloaded model is from Part 1. The model is in Blender format originally, distributed will be as ASE model (exported)...
@fKd: that looks cool. i ran around a bit and the bouncers work really well. one thing that jumped out at me was the RA and YA that are just in kind of L-shaped hallways that could be expanded to have more interesting battles around them. glad to see you are still making stuff for quake. you inspired me to get back to work on a half-finished layout i have been procrastinating on!
So I ran quick testing compile of my map Schöna (czq3dm1). Caulk hull was temporarily textured to prevent massive HOM effect to appear, you can clearly see it's still lacking huge amount of detail. But you can view the general idea on how the map may look like:
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0003.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0004.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0009.jpg[/lvlshot]
There's a placeholder for the crane currently, this will be changed later by crane brushwork model...
Additional screenshots to view (if you like):
[spoiler][lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0008.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0010.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0002.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0011.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0007.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0006.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0005.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0001.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0012.jpg[/lvlshot][/spoiler]
Not really a screenshot but whatever. Motion capture applied to Quake III models. Pretty cool, but the resulting filesize of the MD3 is about 80 megabytes, totaling about 5000 frames of animation for the whole thing. I was suprised the game can even handle it.
I hyped up, Hipshot's, work on the Quake's Discord channel in the past to, Sponge, and he laughed, and then two days after that I was then removed from the Quake Champion's Steam group and banned from it...
I wait to see someone make a better map than Rustgrad...for FREE!