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Posted: Wed Nov 15, 2006 9:08 pm
by Lunaran
almighty, it's probably your skybox. the cars will take on a different cubemap in HDR than standard lighting. switch to a grey or yellow sky and see if it turns either of those colors.

Posted: Wed Nov 15, 2006 9:39 pm
by ALMighty
Lunaran wrote:almighty, it's probably your skybox. the cars will take on a different cubemap in HDR than standard lighting. switch to a grey or yellow sky and see if it turns either of those colors.
OK, I tried that. Still the same blue cubemaps on the cars. :confused:

I read somewhere that you had to type "buildcubemaps" in the console, so I did that too, but no change. I'm stumped.

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Posted: Wed Nov 15, 2006 9:43 pm
by Hipshot
ALMighty wrote:
Lunaran wrote:almighty, it's probably your skybox. the cars will take on a different cubemap in HDR than standard lighting. switch to a grey or yellow sky and see if it turns either of those colors.
OK, I tried that. Still the same blue cubemaps on the cars. :confused:

I read somewhere that you had to type "buildcubemaps" in the console, so I did that too, but no change. I'm stumped.

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Have you even placed env_cubemaps? =)

Posted: Wed Nov 15, 2006 9:48 pm
by ALMighty
Hipshot wrote: Have you even placed env_cubemaps? =)
Um, what is that? :o!

Posted: Wed Nov 15, 2006 9:49 pm
by Hipshot
ALMighty wrote:
Hipshot wrote: Have you even placed env_cubemaps? =)
Um, what is that? :o!
It's a env_ent, try placing one beside one of the cars and then rebuild the cubemaps in the engine.

Posted: Wed Nov 15, 2006 10:12 pm
by ALMighty
OK, so I put an env_cubemap with default settings next to one of the cars. What have I done wrong? :icon28:

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Posted: Wed Nov 15, 2006 10:57 pm
by Hipshot
ALMighty wrote:OK, so I put an env_cubemap with default settings next to one of the cars. What have I done wrong? :icon28:

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Compile without HDR, I guess it's that. Do you have a valid HDR sky? And I'm sure that you need to be in real DX9 mode to compile HDR Cubes correctly.

Posted: Thu Nov 16, 2006 12:45 am
by Hipshot
Might be the only and last real physical change to this map, made the outside area a bit more interesting, I had doubts about it before I played the map at work and it were confirmed that the map is fun on "all" parts except for that area, hope this helps!

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Posted: Thu Nov 16, 2006 1:06 am
by dubz
cant wait to play it

Posted: Thu Nov 16, 2006 7:15 pm
by sumatra
@ hipshot: I fucking love maps that grow out of an organic environment. Looks just great. Veray good Job.
Gameplaywise it would fit an Unreal-based Gameplay IMO. Keep it up though, can't wait to get my fingers on it....

Posted: Thu Nov 16, 2006 8:26 pm
by ScrotcH
ALMighty wrote:OK, so I put an env_cubemap with default settings next to one of the cars. What have I done wrong? :icon28:
Did you type buildcubemaps in the console once you loaded the map? Looks like they havent been built.

Posted: Thu Nov 16, 2006 11:33 pm
by ALMighty
ScrotcH wrote:
ALMighty wrote:OK, so I put an env_cubemap with default settings next to one of the cars. What have I done wrong? :icon28:
Did you type buildcubemaps in the console once you loaded the map? Looks like they havent been built.
Yeah, I did that too. No change.

I think Lunaran was right though, it's the skybox that is doing it. I think this one doesn't support HDR lighting.

Posted: Tue Nov 21, 2006 10:56 pm
by obsidian
High polygon craziness. Stone wall that will be rendered to normal map. You can see the block primitives that I'm starting with on the top of the screen and the polygon pushing result on the bottom.

[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06112101stone_w-frame.jpg[/lvlshot]

Posted: Tue Nov 21, 2006 11:16 pm
by seremtan
looks sweet. with re-skinning it could double as a pile old mattresses too :smirk::icon14:

Posted: Thu Nov 23, 2006 1:24 am
by Kaz
Still trying to advance my modeling skills, I found some concept art of this gun so I gave it a go:

[lvlshot]http://kaz.quakedev.com/junk/tribesgun.jpg[/lvlshot]

Something like 1500 polies ;)

Posted: Thu Nov 23, 2006 12:55 pm
by d3mol!t!on
I've always been a picky with gun models, but that does look very good Kaz :)

Posted: Thu Nov 23, 2006 6:31 pm
by Pext
awesome! that's the "aliens" gun, right?

Posted: Thu Nov 23, 2006 7:21 pm
by Turbinator
Beautiful gun, and good gun designs seem to be a rare in gaming. It looks real world, and actually both functional and usable. The only minor detail to take care of is the end of the gun. It seems to not have any shoulder support. Would be a little unstable on full auto.

Posted: Thu Nov 23, 2006 11:23 pm
by Kaz
Thanks for the comments :D

Pext: As far as I can tell it's a gun that was supposed to be in Tribes: Vengeance.

Turbinator: Heh, that and a trigger as well :P

Posted: Fri Nov 24, 2006 3:16 pm
by Pext
[lvlshot]http://www.spatcave.com/aliens/spulse1.JPG[/lvlshot]

i mixed it up :)

Posted: Fri Nov 24, 2006 3:44 pm
by obsidian
Someone needs to vacuum.

Posted: Sat Nov 25, 2006 12:24 pm
by Hipshot
Looks like the gun in AVP2.

To the left
http://www.avpfreaks.com/gfx/gameshots/ ... eapons.jpg

Posted: Sat Nov 25, 2006 3:47 pm
by obsidian
It IS the gun from AVP. It's a marine pulse rifle used in the second movie of the quadrilogy.

Posted: Tue Dec 05, 2006 8:21 am
by a13n
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Entity or anything grouping by external clipboard utility.
I think this is a much faster way to load prefabs or any group of textures in a form of brush.

Posted: Tue Dec 05, 2006 5:08 pm
by Pext
obsidian wrote:It IS the gun from AVP. It's a marine pulse rifle used in the second movie of the quadrilogy.
it's not the alien pulse rifle... compare the model to the pic i posted