Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Tue Oct 02, 2007 8:54 am
Pext wrote: awesome! that broken arch is ace!
i'd consider adding some structure above the quad. it looks not that realistic because it seems rather unstable yet to clean
Yea I know, thing is that I've since I started the remake been questioning myself whether extending the cliff, to add wooden support beams or to make concrete that goes down in front of the wall, making it more of a man made tunnel... Think it's gonna be the extending the rocks...
The beta of the map will come next week I hope, need to run around it through the office a few times and finish major graphical glitches and item placements.
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
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
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by Fjoggs » Tue Oct 02, 2007 5:06 pm
There. Now I can lurk for a few months again. :P
rgoer
Posts: 798 Joined: Sun Aug 17, 2003 7:00 am
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by rgoer » Tue Oct 02, 2007 6:18 pm
no you may not, I want to play that like now
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Tue Oct 02, 2007 8:59 pm
o'dium wrote: seremtan, use impulse 200 and cl_drawHud 0 to get rid of the weapon and HUD view.
i do that, but as i said, impulse 200 doesn't remove the orange glow sprite on the grav gun. try it and see
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Tue Oct 02, 2007 9:01 pm
wattro wrote: hmm i guess i find it hard to tell what that ground actually is. looks kinda rocky, maybe flattened grass on it?? i can't really tell. i guess i just don't know if i expect tufts of grass to grow like that. maybe i'm just making shit up.
the grass sprites are randomly placed, as they are a feature of that particular blend material. remember the shot is very narrow so you can't see the environmental context
Todtsteltzer
Posts: 93 Joined: Thu Nov 28, 2002 8:00 am
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by Todtsteltzer » Wed Oct 03, 2007 1:43 am
rgoer wrote: no you may not, I want to play that like now
I second that! (Yeah, Todty is still around Fjoggy
)
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Oct 03, 2007 11:57 am
seremtan wrote: o'dium wrote: seremtan, use impulse 200 and cl_drawHud 0 to get rid of the weapon and HUD view.
i do that, but as i said, impulse 200 doesn't remove the orange glow sprite on the grav gun. try it and see
sooooooooo... Use another gun before you use the command...? Or is there an orange glow sprite for the pistol too :P
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
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by Fjoggs » Wed Oct 03, 2007 12:17 pm
Todtsteltzer wrote: rgoer wrote: no you may not, I want to play that like now
I second that! (Yeah, Todty is still around Fjoggy
)
omg hi!
seremtan
Posts: 36011 Joined: Wed Nov 19, 2003 8:00 am
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by seremtan » Fri Oct 05, 2007 10:11 pm
o'dium wrote: seremtan wrote:
i do that, but as i said, impulse 200 doesn't remove the orange glow sprite on the grav gun. try it and see
sooooooooo... Use another gun before you use the command...? Or is there an orange glow sprite for the pistol too :P
oh boy
as i said in an earlier post: at that stage in the build you only have the grav gun
however there's now an RPG, so i might be able to get a better shot soon
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Fri Oct 05, 2007 10:19 pm
seremtan wrote: /../
I think it's strange, never had the problem and I've started a lot of HL2/HL2DM levels...
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
xfoo
Posts: 39 Joined: Mon Feb 14, 2005 5:52 am
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by xfoo » Sat Oct 06, 2007 2:16 am
That looks like a great ra3 map fjoggs
Strahlemann
Posts: 35 Joined: Fri Jan 13, 2006 6:45 pm
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by Strahlemann » Sat Oct 06, 2007 10:07 am
I love the lighting on your shots Fjoggs !
Inspiring
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Tue Oct 09, 2007 8:48 pm
Fjoggs wrote: There. Now I can lurk for a few months again. :P
Hmm, I like this part, with the quad placed like that, might steal that idea for a map later =)
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
ALMighty
Posts: 542 Joined: Sat Mar 02, 2002 8:00 am
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by ALMighty » Tue Oct 16, 2007 1:37 am
Working on the first beta. I redid most of the map as you can see. I played RA3 on it with a friend, it was real fun actually.
edit: deleted the images, they are out of date anyway
Last edited by
ALMighty on Fri Oct 19, 2007 3:59 pm, edited 1 time in total.
[url=http://www.youtube.com/user/almighty1984]Music[/url]
dAde
Posts: 36 Joined: Tue Feb 08, 2005 6:27 pm
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by dAde » Tue Oct 16, 2007 10:32 am
Hi! Started to learn Maya
Very nice tool, but already have lot of different feelings in my head after making stuff in Radiant
.
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
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by Fjoggs » Tue Oct 16, 2007 11:12 am
Looks like a great start! I've always wanted to start modelling, but never found the time to actually begin. Make a q3 map of the models you make!
ALMighty
Posts: 542 Joined: Sat Mar 02, 2002 8:00 am
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by ALMighty » Thu Oct 18, 2007 4:43 am
Hipshot wrote: When are you going to release those trees??!! =)
Whenever I get a level with them finished.
So never.
Strahlemann
Posts: 35 Joined: Fri Jan 13, 2006 6:45 pm
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by Strahlemann » Thu Oct 18, 2007 9:59 am
I really start to like the layout
Looks promising. Some snow falling down would be great, but i doubt that q3 can do that in an appealing way.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Thu Oct 18, 2007 2:31 pm
Sure it can, just set up a particle shader.
g0th-
Posts: 262 Joined: Sat May 19, 2007 7:57 pm
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by g0th- » Thu Oct 18, 2007 7:33 pm
I like it very much Almighty. Layout seems very interesting and fun.
[url]http://www.g0th.se[/url]
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
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by Kaz » Fri Oct 19, 2007 1:12 am
the bottom shot reminds me of EEIG
ALMighty
Posts: 542 Joined: Sat Mar 02, 2002 8:00 am
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by ALMighty » Fri Oct 19, 2007 8:48 am
Damn Fjoggs, 2 days to do that! Looks very good already.
Hey Kaz, what's with your site? All the links are broken.
xfoo
Posts: 39 Joined: Mon Feb 14, 2005 5:52 am
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by xfoo » Sat Oct 20, 2007 6:00 pm
When I saw that first shot fjoggs I thought "hey, he miniaturized the RA room of cpm18i !"
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Sun Oct 21, 2007 9:38 pm
Fjoggs, you seriously need to switch that slime texture! =)
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