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Re: Screenshots
Posted: Sun Jun 15, 2014 7:25 pm
by Pat Howard
thanks!
just curious, how do you all feel about me using
Phantazm's Windsong Keep textures for this map (edit: with permission, of course)? is it too close to the original, or do you like seeing these textures used in another place?
Re: Screenshots
Posted: Sun Jun 15, 2014 7:26 pm
by Theftbot
looks ok to me as long as Phant don't mind.
Re: Screenshots
Posted: Mon Jun 16, 2014 9:47 am
by cityy
I think it looks pretty good but you are certainly making it hard for yourself by creating a comparison to windsong keep.

Re: Screenshots
Posted: Tue Jun 17, 2014 9:56 am
by dAde
Hi guys!
Sorry for "spam" and no screenshots, been outside of this for so many years. How is q3 mapping community nowadays?

Re: Screenshots
Posted: Tue Jun 24, 2014 7:09 am
by Bacon
obsidian wrote:The scale of that gun looks a bit big (or maybe you like it big, Mr. Pornstar). I'd scale it down ~30%.
Had some time to work on some stuff and I took your suggestion. Looks a lot better now. I also properly placed the gun in the players hands after finally figuring out that machinegun_hand.md3 can actually be used to control where the gun is on the players screen, without having to move the model in machinegun.md3 to reposition it.
[lvlshot]http://img.bacon.ms/zzDragon.pk3.jpg[/lvlshot]
Re: Screenshots
Posted: Sun Jul 13, 2014 12:37 am
by sst13
Re: Screenshots
Posted: Sun Jul 13, 2014 3:47 am
by Pat Howard
very cool! looks awesome from the outside, but will you ever be able to see that?
edit: would be good to see more use of the red and blue trims, especially to break up the large blank walls on the outside.
Re: Screenshots
Posted: Sun Jul 13, 2014 3:58 am
by Bacon
Pretty cool to see how many triangles/verts you could actually have in this game, only using 4 of 16 total allowable groups here:
[lvlshot]http://img.bacon.ms/shot0210.jpg[/lvlshot]
And for fun:
[lvlshot]http://img.bacon.ms/shot0211.jpg[/lvlshot]
Re: Screenshots
Posted: Wed Jul 16, 2014 10:29 am
by Anthem
sst13, I've always loved everything you make.
Re: Screenshots
Posted: Thu Aug 28, 2014 1:28 am
by Pat Howard
early block out of the geometry for my new layout. the architecture is mayan inspired, but the texturing theme will be very different.
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0136.jpg[/lvlshot]
Re: Screenshots
Posted: Thu Aug 28, 2014 6:25 am
by Hipshot
Looks very solid pat!
Re: Screenshots
Posted: Thu Aug 28, 2014 10:22 am
by CZghost
Looking forward pat

Re: Screenshots
Posted: Tue Sep 16, 2014 6:11 am
by Bacon
[lvlshot]http://img.bacon.ms/shot0231.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/kakside.jpg[/lvlshot]
Re: Screenshots
Posted: Wed Sep 17, 2014 6:33 pm
by Lieutenant Dan
Bacon, those models almost look photoshopped into Q3, haha. Great work.
Re: Screenshots
Posted: Tue Oct 07, 2014 8:28 pm
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/LVL/ironwood1.jpg[/lvlshot]
just playing around with ironwood screenshots in photoshop to make some nice desktop wallpapers and thought i would share

Re: Screenshots
Posted: Tue Oct 07, 2014 8:51 pm
by D-Meat
Bacon wrote:
[lvlshot]http://img.bacon.ms/kakside.jpg[/lvlshot]
How did you get these models in the game ? Today I ran on an error of the md3 model format limited by default to 1000 verts (I upgraded it to 4000 for my project). Are using IQM, MD4, MD5 ?
Re: Screenshots
Posted: Tue Oct 07, 2014 11:38 pm
by Bacon
You can bypass the limit on MD3 models by seperating the mesh into groups. Each group can have up to 1000 verts. For instance, on that model upper.md3 consists of:
u_upper
u_body
u_leftarm
u_lefthand .. and so on.
Re: Screenshots
Posted: Tue Oct 14, 2014 3:12 am
by Pat Howard
[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0139.jpg[/lvlshot]
this is directly below the area i showed before. (still sticking with a single texture for now.)
Re: Screenshots
Posted: Tue Oct 14, 2014 12:36 pm
by Hipshot
Are you gonna dev something for the mapcore contest?
Re: Screenshots
Posted: Tue Oct 14, 2014 2:30 pm
by Pat Howard
yep. it's going to be a balancing act between working on this project and whatever i make for the contest. but i have some ideas about what i want to make which might be doable. they say the easiest time to find a job is when you already have a job. maybe the easiest time to make a new map is when you already have one in progress?
how about you?
Re: Screenshots
Posted: Tue Oct 14, 2014 7:28 pm
by Infernis
I must say Pat, I like what I see. For some reason, even as early as it is, it just breaths Quake 3 to me (in a good way).
Hipshot can't enter due to being a sponsor

Re: Screenshots
Posted: Tue Oct 14, 2014 8:27 pm
by cityy
Pat Howard wrote:how about you?
Hipshot is in it 2 win it because he doesn't actually have the 200 bucks he donated!

Re: Screenshots
Posted: Wed Oct 15, 2014 7:22 pm
by camel
Re: Screenshots
Posted: Thu Oct 16, 2014 5:42 pm
by spookmineer
Just a question, are you familiar with IP rights and infringement thereof?
Re: Screenshots
Posted: Fri Oct 17, 2014 2:31 pm
by CZghost
Camel, it looks fine. Looking forward first official release
