1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. KungFuSquirrel

Posts by KungFuSquirrel

  • HAMMER 4.0 ISSUE: BRUSHTOOL IGNORES GRIDLINES

    • KungFuSquirrel
    • August 22, 2005 at 3:49 AM

    Rotated geometry shouldn't automatically snap to the grid. You might lose your shape doing that. It's the one thing that would make better floating support welcome in hammer - beyond that you don't have enough building precision to be worth it.

    And wow, is this transformation box new, or was I just blissfully ignorant all these years? Never touched the damn thing.

    Edit: added automatically and the following disclaimer that despite my comment of floating point support, I'm still probably one of the biggest grid nazis you'll ever find

  • ultrasound :o

    • KungFuSquirrel
    • August 22, 2005 at 12:18 AM

    I guess I never really understood that ultrasounds are cross-sections rather than just hitting a surface and calling it good... I was slackjawed when the nurse was like "there's the heart... you can see all 4 chambers there" and when I could make out the details of the brain (or what's there so far, at least) when she was getting the head measurements.

    Technology is pretty impressive...

  • ultrasound :o

    • KungFuSquirrel
    • August 21, 2005 at 4:39 AM

    whoa.

    http://www.button-masher.net/content.php?c=35

  • Quake IV SP Video

    • KungFuSquirrel
    • August 19, 2005 at 6:52 PM

    yeah, low quality video feeds in dark theater-like presentations are very accurate brightness meters

  • Quake IV MP videos

    • KungFuSquirrel
    • August 15, 2005 at 4:20 PM
    Quote from DD

    kfs, you work on the sp or mp? both?

    Mostly SP, but a little here and there on a couple MP maps. Some of which was shown at quakecon, woo!

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • August 14, 2005 at 3:12 AM

    I think the trees are a great idea... BUT the problem is a) they're too small and b) not dense enough. Right now they're little flimsy looking things. See if you can't make them big enough to fill in the scene a bit more and maybe even become a nice form of non-crate cover.

  • Quake IV MP videos

    • KungFuSquirrel
    • August 13, 2005 at 6:52 PM

    Quicktime should handle it, my computer at work tossed a warning when I did it but it still played just fine.

  • Quake IV MP videos

    • KungFuSquirrel
    • August 13, 2005 at 5:46 PM
    Quote from RD

    From what i can see in the videos, it looks a bit slower than q3 (which is a good thing). I cant see much from the video tho, no other players walking around and the stupid fuck almost never fires a gun

    That was from some kid the night before the demos went live. Watch some people who actually know how to play DM: http://renton.uams.edu/Quakecon2k5/Quake4Multi.mp4 (planetquake3.net or some similar site also had some good clips (including at least one other map) on a larger video. Also a video somewhere of fatality wiping the floor with some 12 year old, heh...

  • whoa, when did I get 'promoted'?

    • KungFuSquirrel
    • August 12, 2005 at 3:00 AM

    Well. It seems I must rock, then.

  • whoa, when did I get 'promoted'?

    • KungFuSquirrel
    • August 11, 2005 at 9:59 PM

    I feel the urge to randomly lock some threads now... (kidding).

  • Doom III: Q2 Lost Marine Test Build Released

    • KungFuSquirrel
    • August 11, 2005 at 9:12 PM

    Yep, between ramping up light colors past "1 1 1" (white, everything shows up on a 0-1 RGB scale, but 2 and such will give you some really intense bleaching) or extending light volumes to extend further through geometry, you can get things pretty bright. The drawback to the former is the bleaching, particularly on anything close to the source, and the drawback to the latter is additional overdraw/shadow volumes.

    The other solution is more lights (multi-directional lighting is what will really sell the normal maps), but it's again a question of how much overdraw/shadow volumes you'll add by doing so.

    That said, Q2 was actually pretty dark, including an entire warehouse section in the dark.

  • real-time trees looking for tips and tricks

    • KungFuSquirrel
    • August 9, 2005 at 4:47 AM

    Hmm. Combined with my addition of 100% more poofy and a more bulbous top a la the ones koko just showed, I now have this...

    [Blocked Image: http://www.button-masher.net/wip/tree04.jpg][Blocked Image: http://www.button-masher.net/wip/tree05.jpg]

    Much better looking now, if you ask me! Might start making some variations of these. This one is definitely on the short side.

  • japaneseprop!

    • KungFuSquirrel
    • August 9, 2005 at 4:27 AM

    The lack of a martial arts version disappoints me.

    this prop looks great, too. Eager to see where you take this one.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • August 8, 2005 at 4:05 PM

    Another D3 scene. All content is stock D3, save for the geometry, of course

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • August 8, 2005 at 2:22 PM

    Second building to go along with http://www.button-masher.net/images/wip ... rm_001.jpg

    [Blocked Image: http://www.button-masher.net/images/wip/d3_terraform_002.jpg]

  • Cool Kids modeling contest, make a crate

    • KungFuSquirrel
    • August 6, 2005 at 3:26 PM

    haha, that rocks!

  • real-time trees looking for tips and tricks

    • KungFuSquirrel
    • August 6, 2005 at 4:16 AM

    Well, this doesn't really follow those, but meh...

    [Blocked Image: http://www.button-masher.net/wip/tree03.jpg]

    Wish I had a texture to have a better idea of how well this is working. Seems too droopy now that I think about it. Needs more poof to the top. POOF!

  • Cool Kids modeling contest, make a crate

    • KungFuSquirrel
    • August 6, 2005 at 4:13 AM

    [Blocked Image: http://www.button-masher.net/wip/crate01.jpg]

    Don't mind me, I'm terrible at this sort of thing.

  • real-time trees looking for tips and tricks

    • KungFuSquirrel
    • August 1, 2005 at 6:23 PM

    Looking again at lee3dee's stuff, then mine, I think I'm going to try splitting the planes in addition to the bends that are there already. Might narrow up the tips of the branches as well; I'm not sure how much I want to do with alpha and how much I want to do with the overall shape. I guess I'll see what the plane splitting does for me.

  • ART CONTEST : CREATE YOUR OWN IPOD AD

    • KungFuSquirrel
    • August 1, 2005 at 4:07 AM

    [Blocked Image: http://www.button-masher.net/images/2d/ipod_spoof.jpg]

    I stole Insta's white line. Teehee.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™