screens of a q3dm nearing completion;




Preemptive response to any "wtfsock wrote:Coming Soon ...
I think it's still sadbrush tech is on it's last legs (as has been sad before)
I disagree with that, and I'm saying that as a heavy modeler, as you know. There's something about brushes that are still powerful for dropping down a layout for rapid prototyping that you can't do (as easily) in a modeling program. Games that have been created completely in a modeling program tend to be.... well, Halo-esque. Repetitive both visually and in gameplay. That's a generalization, but I think that is for the most part true.Kat wrote:brush tech is on it's last legs (as has been sad before).
= AWESOMEAPM wrote:hey guys,
screens of a q3dm nearing completion;
I completely dissagree. I want goodies (more info please)pjw wrote:Preemptive response to any "wtfsock wrote:Coming Soon ...this iz not quake?!" posts:
It's a cool game, you can make levels for it, and it's created by an old school Q3 mapper.
Shut up and wait for the goodies.
As Obsidain said, Q3 is fine with smoothing, but you'll need to keep the following in mind..g0th- wrote:Hipshot: I will check your map out. Thanks
soft/hard edges are kind of the same as smoothing groups in Max.
I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuffKat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links) http://www.katsbits.com/htm/maps/kat1024.htm
MOER GREEN!11!dAde wrote:No no no, not green!![]()
The textures are green and AFAIK most people who used this Charon texture set also used green light (or am I wrong? :P ).
More blue light and some neutral white - that's what I want
Was going to suggest LWO but didn't know what sort of support modo had for it. Check to see if LWOs in Q3 support multimaterials (they do in D3/Q4) as that'll save you a lot of head aches re: smoothing and material assignments.g0th- wrote:I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuffKat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links) http://www.katsbits.com/htm/maps/kat1024.htm
you lunatic, it ought to be purple surely!Fjoggs wrote: MOER GREEN!11!![]()
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