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Page 205 of 210

Author:  Bacon [ 02-14-2016 06:10 PM ]
Post subject:  Re: Screenshots

A little bit of a more obscure character model, Fayt from the game "Star Ocean 3"


Author:  AEon [ 02-15-2016 12:23 AM ]
Post subject:  Re: Screenshots

Amazing modelling work.

Author:  fKd [ 02-15-2016 11:35 AM ]
Post subject:  Re: Screenshots

Here's that wad I'm working on for Doom 2. It also requires GZdoom.

http://forum.drdteam.org/viewforum.php?f=23 - GZdoom

https://www.dropbox.com/s/6700tdk1no45k ... 1.wad?dl=0 - My wad

The second map has no exit yet.

Enjoy :)

Author:  Eraser [ 02-16-2016 12:06 AM ]
Post subject:  Re: Screenshots

Holy crap, if you're planning on filling an entire WAD with maps like that then you'll probably never end up finishing it. I only played (part of) the first map and it is huge! Also, it's really, really hard. Running into pretty much the whole array of Doom monsters in the first map with only 20 shotgun shells in your pocket gets a bit hairy :)

Author:  AndyW [ 02-16-2016 10:06 AM ]
Post subject:  Re: Screenshots

@Bacon: Wow, especially for the face and hair! :up:

Author:  AndyW [ 02-20-2016 02:16 PM ]
Post subject:  Re: Screenshots





:question:

Author:  KENNITHH [ 02-28-2016 12:57 PM ]
Post subject:  Re: Screenshots

Apparently I cannot make a new thread. So I'll do it here, when I compile my same map as seen in the previous pic with FS_20G, I get WARNING: GeneratePermanentShader - MAX_SHADERS hit, and I get missing textures ingame. Is it because it isnt meant to work for SOF2 or ? Q3MAP2 2.5.16 works fine

http://puu.sh/noTvm/0fa2ed5145.jpg

Author:  Hipshot [ 02-28-2016 11:25 PM ]
Post subject:  Re: Screenshots

Any reason why you can't work with Q3map 2516?

Author:  AndyW [ 02-29-2016 01:10 AM ]
Post subject:  Re: Screenshots

@KENNITHH Maybe this will help, found it via google: http://forums.warchest.com/showthread.p ... HADERS-hit
4th post -from ydnar. Im sorry that i cant help you with your problem but maybe the link will help you to get back on the road! :)

Author:  KENNITHH [ 02-29-2016 08:23 AM ]
Post subject:  Re: Screenshots

@Hipshot, mainly because I read the compiler improves the use of ASE models somehow and I'm all in for that as I always wanted to make some kind of forest like the CODUO maps (first level of SP). And as a mapper I like to try around with commands. In this case floodlight and exposure. If I knew it had more cmds, even better.

@AndyW, well I feel dumb now, I usually find anything I want on google but this I did not, perhaps I read it, I dont remember but its just weird it works just fine with 2.5.16 and not FS20G. Cheers

EDIT: Well that didn't work (_lightmapscale 4)

Author:  obsidian [ 02-29-2016 07:59 PM ]
Post subject:  Re: Screenshots

The FS branch of Q3Map2 isn't very well supported or documented, so who knows what it's doing. I think it's an offshoot branch by a single developer so you're really on your own. You could be looking at some bug or unsupported feature.

Author:  AndyW [ 03-01-2016 10:41 AM ]
Post subject:  Re: Screenshots


Author:  Hipshot [ 03-01-2016 11:31 AM ]
Post subject:  Re: Screenshots

KENNITHH wrote:
@Hipshot, mainly because I read the compiler improves the use of ASE models somehow and I'm all in for that as I always wanted to make some kind of forest like the CODUO maps (first level of SP). And as a mapper I like to try around with commands. In this case floodlight and exposure. If I knew it had more cmds, even better.

@AndyW, well I feel dumb now, I usually find anything I want on google but this I did not, perhaps I read it, I dont remember but its just weird it works just fine with 2.5.16 and not FS20G. Cheers

EDIT: Well that didn't work (_lightmapscale 4)


I don't think FS has better handling of ase models, or at least, this is the first time I hear about it. So if there's no other reason to use it, go for the the regular one.

Author:  axbaby [ 03-01-2016 03:39 PM ]
Post subject:  Re: Screenshots

Perhaps I am jumping the gun on this, You may have already made changes
but
AndyW the lava area doesn't appeal to me visually, too clean and square.

Replace tiles with damaged pipe or metal beam slightly above lava for jumping? I suggest to get rid of lava completely to be frank.

Edit: But it looks like a really really nice map.

Author:  KENNITHH [ 03-02-2016 11:45 AM ]
Post subject:  Re: Screenshots

Alright, thanks Hipshot, obsidian and AndyW, i'll just stay with 16 then

Author:  AndyW [ 03-05-2016 03:05 PM ]
Post subject:  Re: Screenshots

axbaby wrote:
Perhaps I am jumping the gun on this, You may have already made changes
but
AndyW the lava area doesn't appeal to me visually, too clean and square.

Replace tiles with damaged pipe or metal beam slightly above lava for jumping? I suggest to get rid of lava completely to be frank.

Edit: But it looks like a really really nice map.


Yeah i have to do something youre right! Looks way too clean atm... THX :)

Author:  fKd [ 03-05-2016 10:08 PM ]
Post subject:  Re: Screenshots

Lava melts concrete :) maps looking cool BTW. Keep going!

Author:  MKJ [ 03-06-2016 06:01 AM ]
Post subject:  Re: Screenshots

how about steel beams

Author:  Eraser [ 03-06-2016 07:41 AM ]
Post subject:  Re: Screenshots

9/11 was an inside job man

Author:  fKd [ 03-06-2016 12:57 PM ]
Post subject:  Re: Screenshots

:olo:

Author:  Hipshot [ 03-06-2016 05:06 PM ]
Post subject:  Re: Screenshots

@ AndyW, is it possible that you can skip the lava there entirely?

---

Here's the latest development from my lil' Serious Sam game =)

https://www.youtube.com/watch?v=0Jid6feqqIw

https://www.youtube.com/watch?v=K3AVjgIgtUE

Author:  AndyW [ 03-07-2016 01:37 PM ]
Post subject:  Re: Screenshots

Eraser wrote:
9/11 was an inside job man

Made my day :olo:
So i will kick that lava-something. :)
/callvote kick lava

Author:  axbaby [ 03-07-2016 03:38 PM ]
Post subject:  Re: Screenshots

/callvote map jumpad

Author:  Theftbot [ 03-07-2016 08:09 PM ]
Post subject:  Re: Screenshots

How many brushes does "Building 7" consist of?

Author:  AndyW [ 03-08-2016 12:36 AM ]
Post subject:  Re: Screenshots

The map consists of 5285 brushes ATM , alot caused by bad design of rockwalls.
Some stuff will get merged later on, some other will be turned into ASE.

Author:  AndyW [ 03-08-2016 06:55 AM ]
Post subject:  Re: Screenshots

axbaby wrote:
/callvote map jumpad

Nah, no jumper in that arena. You can easily access the RL from both sides.

Author:  seremtan [ 03-13-2016 04:24 AM ]
Post subject:  Re: Screenshots

MKJ wrote:
how about steel beams


these blast points

too accurate for volcano people

Author:  AndyW [ 04-20-2016 03:36 AM ]
Post subject:  Re: Screenshots

While getting my last map in shape i started a new one. Much love for EvilLairĀ“s template-textures!
Will i ever release a map? I dont know :olo:


Author:  ALMighty [ 04-26-2016 09:49 PM ]
Post subject:  Re: Screenshots

looks cool Andy

9/11 references :olo:

Author:  AndyW [ 04-27-2016 02:10 PM ]
Post subject:  Re: Screenshots

9/11 references? Why :confused: :question:

Author:  ALMighty [ 04-27-2016 09:39 PM ]
Post subject:  Re: Screenshots

I meant the conspiracy jokes.. maybe I typed that weird.

Author:  AndyW [ 04-28-2016 12:57 AM ]
Post subject:  Re: Screenshots

Aah, now i got it :olo: :sly:

Author:  ALMighty [ 04-28-2016 11:29 AM ]
Post subject:  Re: Screenshots

Just started something... I forgot how much fun this is!


Author:  AndyW [ 04-30-2016 12:52 AM ]
Post subject:  Re: Screenshots

Nice Arena!
Blockout-job is so much fun with this textures. :)
Im working on some new textures (floor, trims) for this set.
Just 1 finished ATM but maybe you have some use for this. :olo:


I hope that adding some textures to evil-lairĀ“s template textures is not a problem. :paranoid:

Author:  cityy [ 05-01-2016 02:10 AM ]
Post subject:  Re: Screenshots

Do you know about AEcell Andy? viewtopic.php?f=10&t=41665&st=0&sk=t&sd=a&start=105

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