Screenshots
I'm trying to work around the q3 skybox bug. You can whack a
I'm trying to work around the q3 skybox bug. You can whack a huge cube in a skyportal, pull the UV coords in half a texel and turn off mipmapping for some decent results. I've also only using half a skybox, which is a nice saving on texture memory if the bottom half of the sky can't be seen from inside a map.
[lvlshot]http://members.westnet.com.au/GeoffGole/temp/q3_skyboxtest_1.jpg[/lvlshot]
At low resolutions lines will still show up and aliasing becomes an issue, but at 800*600 or above it seems to be fine. The downside is that it's a pain in the ass, and you need a huge skyportal scale to keep parallax shift from being visible.
[lvlshot]http://members.westnet.com.au/GeoffGole/temp/q3_skyboxtest_1.jpg[/lvlshot]
At low resolutions lines will still show up and aliasing becomes an issue, but at 800*600 or above it seems to be fine. The downside is that it's a pain in the ass, and you need a huge skyportal scale to keep parallax shift from being visible.
Last edited by AEon on Mon Jan 18, 2010 10:39 am, edited 1 time in total.
Reason: lvlshot'ed that image.
Reason: lvlshot'ed that image.
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- Joined: Tue Jun 08, 2004 7:00 am
Nah, "mittering" isn't that important, FPS is and mitterig good helps that. I won't mitter a devlayout that gives me ~500FPS, kinda. I'll ofc mitter a "real" map for the optimization.
I like the desaturaton and moire feel of that map Kaz =)
I like the desaturaton and moire feel of that map Kaz =)
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
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
It can be used in 2 contexts. In the technical sense, it's when you join two perpendicular brushes with 45° edges, leaving them flush and only one face from each brush exposed in the game world.voodoochopstiks wrote:Isn't mitering making 45° edges instead of 90° ones?
This is hugely important for flow and combat.
In the gameplay sense, it's making the edge of a corner passage/room corner angled to allow a greater view around a corner, or to remove a dead corner area.
Looks good fjoggs but I'd get rid of that spotty lighting that is particularly noticeable in the first and third shot. It distracts from the rest of the scene because all I see is these big circles of light. I'd instead maybe go with a single vertical light at the bottom or top of that section of the wall.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Bwah fucking hell, your style has progressed leaps and bounds, that looks red hot.Fjoggs wrote:God it's been long since I've pimped anything, so here I go.
2on2 cpma map, nearing beta. Playtested alot with real-people, plays good imo.
Going for a simple style this time, not crazy angled brushwork etc etc.
Lighting needs tweakage, especially the spotlights.
Count me in for beta too, you're gonna need a pool of people to sustain 2v2

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- Joined: Fri Jan 13, 2006 6:45 pm
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- Joined: Wed May 31, 2000 7:00 am
Hi everyone .. lot of time passed since my last post here ..
one day ill post this one
...
I'm working on it on/off from years ...
LSdmfinal - V3 [Veni,Vidi,Vici]


asap i'll post some more about ..
still lot to be done for a release ... lights,optimization and some brushwork ... see ya and keep up all this great stuff !!
Specialthanks to Sock assets, his textures packs and models inspired me a lot... tnx so much !!!
> http://www.codedark.com
> http://www.chaos-sphere.com
> http://www.planetquake.com/lordsquart/
one day ill post this one

I'm working on it on/off from years ...
LSdmfinal - V3 [Veni,Vidi,Vici]


asap i'll post some more about ..
still lot to be done for a release ... lights,optimization and some brushwork ... see ya and keep up all this great stuff !!
Specialthanks to Sock assets, his textures packs and models inspired me a lot... tnx so much !!!
> http://www.codedark.com
> http://www.chaos-sphere.com
> http://www.planetquake.com/lordsquart/
Last edited by ^LordSquart^ on Fri Jun 16, 2006 2:24 pm, edited 3 times in total.