Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

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.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

[lvlshot]http://i.imgur.com/z3OqwK1.png[/lvlshot]
Die Vitamine sind in der Dose gefangen!!!
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

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.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: Screenshots

Post by axbaby »

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.
[color=#FF0000][WYD][/color]
KENNITHH
Posts: 18
Joined: Thu Aug 20, 2015 11:36 am

Re: Screenshots

Post by KENNITHH »

Alright, thanks Hipshot, obsidian and AndyW, i'll just stay with 16 then
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

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 :)
Die Vitamine sind in der Dose gefangen!!!
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

Lava melts concrete :) maps looking cool BTW. Keep going!
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Re: Screenshots

Post by MKJ »

how about steel beams
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

9/11 was an inside job man
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

:olo:
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

@ 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
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Eraser wrote:9/11 was an inside job man
Made my day :olo:
So i will kick that lava-something. :)
/callvote kick lava
Die Vitamine sind in der Dose gefangen!!!
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: Screenshots

Post by axbaby »

/callvote map jumpad
[color=#FF0000][WYD][/color]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

How many brushes does "Building 7" consist of?
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

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.
Die Vitamine sind in der Dose gefangen!!!
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

axbaby wrote:/callvote map jumpad
Nah, no jumper in that arena. You can easily access the RL from both sides.
Die Vitamine sind in der Dose gefangen!!!
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

MKJ wrote:how about steel beams
these blast points

too accurate for volcano people
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

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

[lvlshot]http://i.imgur.com/munuyLC.png[/lvlshot]
Die Vitamine sind in der Dose gefangen!!!
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

looks cool Andy

9/11 references :olo:
[url=http://www.youtube.com/user/almighty1984]Music[/url]
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

9/11 references? Why :confused: :question:
Die Vitamine sind in der Dose gefangen!!!
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

I meant the conspiracy jokes.. maybe I typed that weird.
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Aah, now i got it :olo: :sly:
Die Vitamine sind in der Dose gefangen!!!
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

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

[lvlshot]http://i.imgur.com/1qJzS4p.jpg[/lvlshot]
[url=http://www.youtube.com/user/almighty1984]Music[/url]
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

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:

[spoiler][lvlshot]http://i.imgur.com/LPepiO2.jpg[/lvlshot][/spoiler]
I hope that adding some textures to evil-lair´s template textures is not a problem. :paranoid:
Die Vitamine sind in der Dose gefangen!!!
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Do you know about AEcell Andy? viewtopic.php?f=10&t=41665&st=0&sk=t&sd=a&start=105
www.ferdinandlist.de/leveldesign
Post Reply