Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
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by Kaz » Thu Sep 07, 2006 1:34 am
[lvlshot]http://kaz.quakedev.com/junk/quake4_reception.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/quake4_reception2.jpg[/lvlshot]
Becoming rather fond of q4 mapping =D
unitool
Posts: 77 Joined: Sat Dec 18, 1999 8:00 am
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by unitool » Mon Sep 18, 2006 10:42 am
I guess it's probably safe for me to post this by now, especially since you can't really see anything....
Last edited by
unitool on Wed Sep 20, 2006 8:25 am, edited 1 time in total.
Foo
Posts: 13840 Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand
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by Foo » Mon Sep 18, 2006 10:56 am
Church with butresses and stained windows.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
unitool
Posts: 77 Joined: Sat Dec 18, 1999 8:00 am
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by unitool » Mon Sep 18, 2006 11:04 am
You are correct, Sir!
I still feel safe, tho.
Sometimes I feel like I've been blessed.
I'm doing what I want, so I never rest.
Lenard
Posts: 737 Joined: Mon Aug 04, 2003 7:00 am
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by Lenard » Tue Sep 19, 2006 6:00 pm
Damn. I got nothing from that.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Tue Sep 19, 2006 6:49 pm
your secret is safe with us, whatever it is, and whyever it's a secret
wviperw
Posts: 334 Joined: Sat Mar 17, 2001 8:00 am
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by wviperw » Tue Sep 19, 2006 11:24 pm
First time I've ever seen somebody use the word 'whyever'.
Congratulations.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
H.Reaper
Posts: 127 Joined: Sat Feb 02, 2002 8:00 am
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by H.Reaper » Wed Sep 20, 2006 5:51 pm
Congrats WVW ! As it been told, i hope i'll see your work in rtcw2 !
My work at
Requiem Team
[lvlshot]http://pix.nofrag.com/cc/75/3324de10fe5caac3ca01d459eafb.jpg[/lvlshot]
[lvlshot]http://pix.nofrag.com/66/5c/bc7f80913a2515f7b854aa99c901.jpg[/lvlshot]
maz0r
Posts: 157 Joined: Wed Apr 21, 2004 7:00 am
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by maz0r » Wed Sep 20, 2006 6:56 pm
H.Reaper: your pics are broken
H.Reaper
Posts: 127 Joined: Sat Feb 02, 2002 8:00 am
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by H.Reaper » Wed Sep 20, 2006 10:09 pm
Well i can see them right now ; but that damn host is often down this days, they are having troubles with one of their server.
If you really/still can't see them, plz tell me.
thx.
Requiem AA
Co-Leader
Lead Level Designer
Silicone_Milk
Posts: 2237 Joined: Sat Mar 12, 2005 10:49 pm
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by Silicone_Milk » Wed Sep 20, 2006 10:37 pm
o'dium wrote:
How long have you been working on that beauty?
Whats the poly-count on it too?
sumatra
Posts: 325 Joined: Sat Feb 12, 2005 10:02 pm
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by sumatra » Thu Sep 21, 2006 7:43 am
Still on the CTF trip:
Beta Soon...
Alpha
here
Feedback
here
sum
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Wed Sep 27, 2006 3:30 am
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
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by Kaz » Thu Sep 28, 2006 1:53 am
[lvlshot]http://kaz.quakedev.com/junk/light1.jpg[/lvlshot]
some meshes for generating normalmaps
Last edited by
Kaz on Thu Sep 28, 2006 1:10 pm, edited 2 times in total.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Thu Sep 28, 2006 3:32 am
Heehaw! Nice work there Kat. So when can we see that Bob map finished? Don't make me sharpen my prodding stick.
[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]
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Thu Sep 28, 2006 5:02 am
obsidian wrote: Heehaw! Nice work there Kat. So when can we see that Bob map finished? Don't make me sharpen my prodding stick.
Oh it's a long way off, not becasue the map will take a while to finish but becasue there's going to be (planned at least) a whole world to build for some nonlinear gameplay fun :icon25:
Whiskey 7
Posts: 9708 Joined: Sat Jul 21, 2001 7:00 am
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by Whiskey 7 » Thu Sep 28, 2006 8:48 am
Hey Kat & other mappers
I am just passing by and have to say it is really nice to see people still mappin' here.
... and such fine work :icon14:
[color=#FFBF00]Physicist [/color][color=#FF4000]of[/color] [color=#0000FF]Q3W[/color]
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Fri Sep 29, 2006 8:55 am
more fun and games at the beach...
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol0103_fishvill01.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol0103_fishvill02.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol0103_fishvill03.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol0103_fishvill04.jpg[/lvlshot]
[lvlshot]http://web.onetel.net.uk/~stevenchapman/wol0103_fishvill05.jpg[/lvlshot]
sky and water came out a bit fubar in places
Last edited by
AEon on Mon Jan 18, 2010 10:59 am, edited 1 time in total.
Reason: lvlshot'ed those images.
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Fri Sep 29, 2006 9:03 am
Tim Burton! That's what those buildings remind me of. Hah, it's been bugginh me for ages that. I like the surreal look you've gone for with this stuff. GG
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Fri Sep 29, 2006 9:36 am
:icon14:
still needs more optimisation. VVIS takes about 6 hours, and fps is still far from ideal, and that's on a 7600GS AGP @ 1024x768 w/ 8xAF & 4xAA
+JuggerNaut+
Posts: 22175 Joined: Sun Oct 14, 2001 7:00 am
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by +JuggerNaut+ » Fri Sep 29, 2006 3:27 pm
fuck yeah, those first three shots are REALLY good looking. the next ones look "toyish". for some reason the sense of scale is weird. maybe cuz they were taking from an aerial viewpoint with nothing to relate it to - edge of a cliff perhaps.