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  3. Section_Ei8ht

Posts by Section_Ei8ht

  • fy_snow2_cz

    • Section_Ei8ht
    • November 2, 2004 at 3:10 AM

    I like the terrain. Probably coulda beefed up the number of brushes on the terrain, though, and that house really does not fit in the scene.

  • c132_prison [Farcry map]

    • Section_Ei8ht
    • October 30, 2004 at 7:37 PM

    looking very good.

    might be going a little overkill on the glow effects, though.

  • scary games

    • Section_Ei8ht
    • October 29, 2004 at 4:14 AM

    doom 3

    return to castle wolfenstein (just the catacombs parts)

  • a doom3 compile

    • Section_Ei8ht
    • October 29, 2004 at 4:13 AM
    Quote from Nz-Nexus

    any good news, about the map of course.

    working on the final room. might be awhile for some screens. Time is becoming more and more scarse (sp?)

    And yeah, i dont think that was the best example of terrain modelling.

  • a doom3 compile

    • Section_Ei8ht
    • October 27, 2004 at 10:20 PM

    terrain looks much better if its done in lightwave. Most people are too lazy to learn lightwave on top of D3Radiant.

  • a doom3 compile

    • Section_Ei8ht
    • October 27, 2004 at 6:42 AM

    i know the feeling, im becomming addicted to the editor.

  • cs_rhs22 ~ haunted house map

    • Section_Ei8ht
    • October 26, 2004 at 11:19 PM

    outside looks great! The inside could be buffed up a bit with detail and a bit more dramatic lighting. Custom hostages sounds kick ass. Good work.

  • a doom3 compile

    • Section_Ei8ht
    • October 26, 2004 at 4:41 AM

    7 fps? Theres something seriously wrong with that.

    Not bad, but waaaaaay too plain for my tastes. Also might want to fix the texture on the far wall. Seems very outta place. Ferret is right, though. Tis what I did. This is my first map for Doom3.

    [edit] Ah, the low fps is cuz you still got d3radiant running. gotcha.

  • Remake HL textures

    • Section_Ei8ht
    • October 26, 2004 at 4:36 AM

    hehe, good call, kedhrin.

  • a doom3 compile

    • Section_Ei8ht
    • October 26, 2004 at 1:07 AM

    I have a 9800xt and runs great. I was having a few problems getting it to start, but then I found this shortcut command and now everything works fine. Worth a shot.

    "E:\Programs\Games\Doom 3\Doom3.exe" +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor

    Course the only problem I was having was the mouse cursor not showing up, but you never know. Could help you out.

  • a doom3 compile

    • Section_Ei8ht
    • October 25, 2004 at 2:37 PM

    yeah, the compile time for this map at most was 15 seconds. and I didn't want to say "render" or "build" so compile was the word of choice.

  • a doom3 compile

    • Section_Ei8ht
    • October 25, 2004 at 5:05 AM

    er... i never thought of that.

    That answers a few questions I had...

  • a doom3 compile

    • Section_Ei8ht
    • October 25, 2004 at 2:11 AM

    its specifically angled that way. Its more evident in the game. the bottom of the trim is a verticle brush, and the top is a patch mesh that curves up to the top in that kinda half U shape.

    All of my patch meshes are only a 3x3 subdiv. I'm going to go through the map and bump them all up to 7x7 or higher if needed. I'm slowly starting to understand and utilize patches more and more.

    I think I know what you mean on the normal maps. I'll see if I can use it effectivly in the next room.

    After I'm done with the cinematic part, I'm going to add on to the map to make it a dm level. I'll be sure to work an outdoor area in there.

    Thanks for the comments.

  • a doom3 compile

    • Section_Ei8ht
    • October 22, 2004 at 6:04 AM

    Yet another connecting hallway

    [Blocked Image: http://rich.zurad.net/images/dduplinkshot5.jpg]

  • Im about to lose all of my personal and nightwatch work.

    • Section_Ei8ht
    • October 22, 2004 at 6:02 AM
    Quote from OL

    ya make it a slave in another computer

    This is the best way. Do that, get your important files off and then tamper with your os. I would just do a complete reinstall of xp.

  • An interesting find in an old PC Gamer

    • Section_Ei8ht
    • October 20, 2004 at 10:23 PM

    yeah, i was surprised when i made that connection. To remake the whole game on a new engine in less than a year is rather amazing.

    At least they did not stop in the middle of the quake II production and wait for quake III (ala duke nukem forever)

  • An interesting find in an old PC Gamer

    • Section_Ei8ht
    • October 20, 2004 at 9:57 PM

    I was sorting through an old pile of PC gamer magazines, and I came across this article in the October 1997 issue that featured Quake II.

    [Blocked Image: http://rich.zurad.net/images/hl97pg1.jpg]

    [Blocked Image: http://rich.zurad.net/images/hl97pg2.jpg]

    [Blocked Image: http://rich.zurad.net/images/hl97pg3.jpg]

    Yep, this article is the scoop when Half-Life was being built on the Quake I engine.

    And an interesting thing to note. This article claims that Half-Life was to be released in December 1997. The acutal street date for hl was November 19, 1998; close to a one year delay...

    Made me feel very nostalgic.

  • de_morningsun

    • Section_Ei8ht
    • October 20, 2004 at 3:22 AM

    I like what you got, my only problem is those red lights in picture three. They stand out waaaay too much. I would also kill the fog in those pictures, or at least work it around so that it does not seem that it is just in one central area.

    Other than that, nice textures, and nice work.

  • TEH FIRST MAP THREAD !!1 :D~~ - post yours too ;)

    • Section_Ei8ht
    • October 19, 2004 at 2:23 AM

    my first released map. ka_iceberg. My god its awful.

    [Blocked Image: http://rich.zurad.net/images/maps/ka_iceberg1.jpg]

    [Blocked Image: http://rich.zurad.net/images/maps/ka_iceberg2.jpg]

    [Blocked Image: http://rich.zurad.net/images/maps/ka_iceberg3.jpg]

    [Blocked Image: http://rich.zurad.net/images/maps/ka_iceberg4.jpg]

  • Awwww SNAP! It's d3dm_lit BOYEE!

    • Section_Ei8ht
    • October 19, 2004 at 12:38 AM
    Quote from Taylor

    Railings in Doom 3 aren't patches, they're just standard blocks at a 45-degree angle and a texture/normal that plays dastardly tricks with your eyes.

    uh, yes they are. open up one of the doom3 official maps and see for yourself. They are cylinder patch meshes.

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