Page 46 of 295
Posted: Mon Mar 27, 2006 1:27 pm
by voodoochopstiks
Gnosis textures by Undulation if I am to pull a guess.
Iä! Iä!
http://www.planetunreal.com/undulation/
Posted: Tue Mar 28, 2006 2:10 pm
by Lukin
Thanks o'dium. Yeah, like d3mol!t!on said "Ruiner" looks a bit better in game. It could look even more fancy of course, but since it's a competitive level I resigned from some effects and trims to keep the fps reasonable. But I've found another sexy, gothic level for you. It is
made by blushing_bride, it looks like this:
[lvlshot]http://www.planetquake4.net/beta/images/abbey_beta_1.jpg[/lvlshot]
and it is available to download from
there.
Don't know where the author post it first, hopefully he will come here some day

But (I'm guessing, didn't read readme.txt yet) everyone can send him some feedback via mail.
Posted: Tue Mar 28, 2006 10:18 pm
by Dr.Wheel
Everytime I see a per-pixel map remake, I cry a little inside

Posted: Tue Mar 28, 2006 10:20 pm
by Hipshot
I'm gonna exploit the D3E when Quake Wars arrive...

Posted: Mon Apr 03, 2006 12:21 am
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/d3shot1.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/d3shot3.jpg[/lvlshot]
Posted: Mon Apr 03, 2006 3:42 am
by {uZa}FreakOfNature
Lukin wrote:It's been a while since I post here. Here's a few shots from my recent works:
Ruiner:
[lvlshot]http://img75.imageshack.us/img75/7780/ruiner4sj.jpg[/lvlshot] [lvlshot]http://img75.imageshack.us/img75/6638/ruiner24by.jpg[/lvlshot]
A Man Called Sun:
[lvlshot]http://www.planetquake4.net/beta/images/l4dm4_6.jpg[/lvlshot] [lvlshot]http://www.planetquake4.net/beta/images/l4dm4_3.jpg[/lvlshot]
Hey Lukin, just wanted to give props on these 2 levels. They're in rotation on our DM server and they get MAD props from all the players. Both of them play soooo smooth for DM. It's a shame more people aren't making bigger levels. Swamped with 1 vs. 1's which I knopw these may be but they're designed is such a way that they can hold upwards of 6 peeps on them with ease.
Anyways, thanks for such killer maps and I look forward to more from you in the future!
Posted: Mon Apr 03, 2006 9:37 am
by Lenard
Kaz, d3? Kazi?
Posted: Mon Apr 03, 2006 11:23 am
by a13n
Today I got this inspiration while data-inputting like a chaingun. :icon3:
Yes, I'm planning my next cpma map.
If you quickly use a shorcut key, ctrl+pageup or pagedown, your boss will never notice what you are doing. :icon34:
Posted: Mon Apr 03, 2006 1:20 pm
by Fjoggs
Kaz: Havoc?
Posted: Mon Apr 03, 2006 9:42 pm
by Lukin
{uZa}FreakOfNature wrote:
Anyways, thanks for such killer maps and I look forward to more from you in the future!
You're welcome. Thanks for the good words, and for playing my maps.
P.S. Now I'm working on CTF level, later this month I'll try to finish a team deathmatch level - you'll have a chance to play on something bigger.
Posted: Mon Apr 03, 2006 10:52 pm
by {uZa}FreakOfNature
Awesome. Keep them coming. I foresee a map design job for you in the future.

Posted: Fri Apr 07, 2006 10:08 pm
by Kaz
It's d3 :]
Posted: Sat Apr 08, 2006 6:20 pm
by cha0s
[lvlshot]http://www.phoboslab.de/shot00010.jpg[/lvlshot]
a mod i'm working on.
getting the AI to function properly in levels like this is, unfortunately, close to impossible. the engine ignores models (terrain) when creating the AAS. converting the model to brushes (q3map2 ase2map, easygen) also failed, because of "broken" brushes etc :\
Posted: Sat Apr 08, 2006 7:07 pm
by Hipshot
Hmm, cool! RTS? RPG?
Posted: Sat Apr 08, 2006 8:24 pm
by cha0s
RTS. I'm aiming for something more like commandos than c&c. Few units, no bases.
But it's still in a very early stage. Just the camera movement, unit selection and unit movement is working so far.
Posted: Sat Apr 08, 2006 9:45 pm
by Hipshot
What game, Q4mod? The shadow of the terrain looks "realtime-d3e-quality".
Posted: Sat Apr 08, 2006 11:12 pm
by d3mol!t!on
Hipshot wrote:What game, Q4mod? The shadow of the terrain looks "realtime-d3e-quality".
And the crosshair looks like one of the Quake 4 ones.
Posted: Sun Apr 09, 2006 1:17 am
by wviperw
Well if he's using q3map2 then I'm guessing the game is Q3.

Pretty impressive for Q3 if it is. Ambitious as well, doing an RTS mod in an FPS engine.
Posted: Sun Apr 09, 2006 1:56 am
by cha0s
It's Quake 4.
I just used q3map2 to convert my terrain model (.ase) to brushes (.map). Of course I had to compile a .map with the .ase in it to a .bsp, before decompiling it to a .map - which
might be the reason why the result sucked

Posted: Sun Apr 09, 2006 2:15 am
by Black_Dog
For Quake 4 you might get away with adding add monster_clip or other clip geometry directly to a model.
Posted: Sun Apr 09, 2006 4:16 am
by a13n
Posted: Sun Apr 09, 2006 10:08 am
by cha0s
Black_Dog wrote:For Quake 4 you might get away with adding add monster_clip or other clip geometry directly to a model.
collision detection works fine. the thing is, the AI doesn't know the model is there, because it's not compiled into the AAS.
Posted: Sun Apr 09, 2006 4:28 pm
by KungFuSquirrel
You can get an AAS layer working on terrain without 100% precision. AI will trace to the nearest AAS layer (up to maybe 64-96 units or so, I think - don't quote me on that) for pathfinding, but use the collision of the terrain. You can get away with just creating a rough AAS layer under the terrain (make sure you ramp any big height differences) and get guys moving over it pretty well.
Posted: Thu Apr 13, 2006 4:17 am
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/shotgun3.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/shotgun4.jpg[/lvlshot]
Posted: Thu Apr 13, 2006 4:46 am
by Silicone_Milk
coming together rather nicely Kaz
:icon14: