The strogg levels in VQ2 have English writing around them, go play it again
Screenshots
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
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voodoochopstiks
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Yeah Kat, I figured something from star trek for some reason, but then dismissed that idea since I've never really watched star trek and probably would have no idea what I was talking about. Maybe it was the pant legs that gave it away?
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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SonicClang
- Posts: 209
- Joined: Sun Mar 28, 2004 8:00 am
Hipshot, I've always thought the HL2 engine would suite your style really well. Have you made any complete maps in it yet?
That thing looks really... uh... interesting. :P what is it?
That thing looks really... uh... interesting. :P what is it?
Last edited by SonicClang on Tue Jul 26, 2005 5:26 pm, edited 1 time in total.
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
@ Sonic, yea, mentioned on the page before, this (its a CSS map)
The pic above is more a test of using the terrain system in Source, I was thinking of making a HL2 DM map using the theme I used in my PN2 map for Q3, since I like the yellow light and the fog...
@ Odi, hmm... I don't know. I haven't tried that, and I've seen none. And I'm also sure that valve would have used it in some map inside Hl2 if it was possible within HL2s own ent sphere... I think its possible in a mod, its really not that hard I think. Serious Sam has some serious gravity flips
The pic above is more a test of using the terrain system in Source, I was thinking of making a HL2 DM map using the theme I used in my PN2 map for Q3, since I like the yellow light and the fog...
@ Odi, hmm... I don't know. I haven't tried that, and I've seen none. And I'm also sure that valve would have used it in some map inside Hl2 if it was possible within HL2s own ent sphere... I think its possible in a mod, its really not that hard I think. Serious Sam has some serious gravity flips
Lil more progress on that concept map, I think I may convert it to either a D3 Singleplayer map in the end.
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]
Last edited by ScrotcH' on Sun Jul 24, 2005 1:18 am, edited 2 times in total.
try playing with this:Hipshot wrote:Just testing the displacement system in Source, you can make some wierd stuff here...
[lvlshot]http://www.zfight.com/misc/images/maps/pn3/pn3_01.jpg[/lvlshot]
http://www.violator.eclipse.co.uk/disped/
DispEd is a utility designed to be used with Valve's Hammer editor to allow various customisable geometric shapes to be created using Displacements for HL2 and CS:S maps in the style of the Patches of the Q3 engine. The built-in editor for displacements is great for editing terrain but not so good for precise shapes. DispEd is designed to address this issue by allowing the creation of -
* 2d Curves
* Arches
* Bevels
* Triangles
* Corners
Each shape is simply exported as a VMF Prefab ready to be used in your map. The size, arc etc. of each shape is customisable in the editor.
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voodoochopstiks
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
I really like this, I like it alot, espec the last pic!ScrotcH' wrote:
arches, yes. but curved roads, where the texture follows the curve like on a patch, that's a different matter.Hipshot wrote:@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
True, true, but I see no usage of that yet, also I tried that app a while ago, for some reason, it won't work on my comp any good... something with the 3d-view. Hmm, actually, it could be cool to make a road like that in my map... I'll think about it, need to get the app working cause fine manual displace editing in Hammer sucks arse.
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
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