Rustgrad Final and Source
Posted: Thu Nov 06, 2014 12:32 am
Ok, I'll just make a new post about this, I'm sure it's alright.
Final version:
I just recently sent Rustgrad over to LVL, I noted that there are a few errors left, no big things though, just some collision on some of the lamps I think - doesn't really matter.
Screenshots - > http://www.quake3world.com/forum/viewto ... 10&t=50439
Download -> https://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB
Source files:
First, I should say that these files are released as is, there will be a lot of strange names, inconsistencies etc, this map has been built every once in a while for several years or so. The max files are also very messy, but if you are actually interested in using them in anyway, I'm sure you know what and how to use them.
It's very also important that you rename and change folders of any textures used from the level so there won't be any conflicts, anything named "hipshot" in file names or inside shaders needs to be changed.
The source zip contains the raw map file, all ase-models used in the level, some of the max files and sketchup files for reference
Download -> https://www.zfight.com/misc/files/q3/ru ... source.zip ~7MB
[lvlshot]http://zfight.com/misc/images/maps/m8/source_1.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_2.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/source_3.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_4.jpg[/lvlshot]
I would love to see those trees used elsewhere!
Final version:
I just recently sent Rustgrad over to LVL, I noted that there are a few errors left, no big things though, just some collision on some of the lamps I think - doesn't really matter.
Screenshots - > http://www.quake3world.com/forum/viewto ... 10&t=50439
Download -> https://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB
Source files:
First, I should say that these files are released as is, there will be a lot of strange names, inconsistencies etc, this map has been built every once in a while for several years or so. The max files are also very messy, but if you are actually interested in using them in anyway, I'm sure you know what and how to use them.
It's very also important that you rename and change folders of any textures used from the level so there won't be any conflicts, anything named "hipshot" in file names or inside shaders needs to be changed.
The source zip contains the raw map file, all ase-models used in the level, some of the max files and sketchup files for reference
Download -> https://www.zfight.com/misc/files/q3/ru ... source.zip ~7MB
[lvlshot]http://zfight.com/misc/images/maps/m8/source_1.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_2.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/source_3.png[/lvlshot][lvlshot]http://zfight.com/misc/images/maps/m8/source_4.jpg[/lvlshot]
I would love to see those trees used elsewhere!