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  3. Hipshot

Posts by Hipshot

  • MapCore's Quake 3 15th Anniversary Contest Playtest Server

    • Hipshot
    • November 24, 2014 at 2:51 PM

    How and when can we play this? I can test from 2100 2200 GMT+1 (Sweden).

  • Far Cry 4

    • Hipshot
    • November 22, 2014 at 12:38 AM
    Quote from blackdog

    Don't post those fucking pictures like that.

    Uh?


    I clicked into this thread by mistake more or less - and I saw the picture you posted back on like page 5.

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • Hipshot
    • November 22, 2014 at 12:35 AM
    Quote from phantazm11

    Man, this map is starting to feel like a part time job.


    I like that - that is how it's supposed to be. Pure dedication.

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 21, 2014 at 9:18 AM

    Try this

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 21, 2014 at 6:58 AM

    I would remove the lightimage stage in the shader and just use point lights where needed, I think that's a better way of controlling light.


    What was the issue with the sky and why would that be fixed if you save it as a tga (which you can do ofc)?

  • Far Cry 4

    • Hipshot
    • November 20, 2014 at 3:52 PM
    Quote from blackdog


    Don't post those fucking pictures like that.

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Hipshot
    • November 20, 2014 at 1:51 PM

    That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions

  • Goldleaf by Pat Howard

    • Hipshot
    • November 20, 2014 at 1:20 PM

    That looks really fun!

  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Hipshot
    • November 18, 2014 at 10:21 AM

    Uhm... because it's - uneven?

  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Hipshot
    • November 18, 2014 at 8:31 AM

    What's the r_speeds of the most expensive scenes when you play?

  • Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward

    • Hipshot
    • November 18, 2014 at 8:13 AM

    Ok, much better. My biggest issue with the level is the feeling I can't get down w/o being forced to take fall damage.

  • Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward

    • Hipshot
    • November 17, 2014 at 9:41 PM

    Hmm, very nice. Those windows there and the colors around, looks very slick I must say!


    I have an issue with the light though, I think it's too dark, I have issues seeing the bots while playing, so it's getting a bit difficult testing it properly.

  • Goldleaf by Pat Howard

    • Hipshot
    • November 17, 2014 at 7:29 AM

    Worst - post a real screenshot Pat =)


    I use the same filter for my levelshots though =/

  • Unamed by g0th

    • Hipshot
    • November 16, 2014 at 8:40 PM

    Ok, nice, I got confused there, for some reason I thought you were talking about the ground texture and when I looked at the shader I was like "???"

  • Unamed by g0th

    • Hipshot
    • November 16, 2014 at 6:42 PM

    Would it be possible for you to post the textures and things related to this shader, it's just easier to help that way.

  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Hipshot
    • November 16, 2014 at 4:40 PM

    I'm just gonna repost what I wrote in the other thread, in case you miss it:


    These levels are old, but you might find some textures in there to use.


    http://quake3world.com/forum/viewtopic.php?f=10&t=40110

    http://quake3world.com/forum/viewtopic.php?f=10&t=25646

    http://quake3world.com/forum/viewtopic.php?f=10&t=34579

  • Unamed by g0th

    • Hipshot
    • November 15, 2014 at 10:40 PM

    Nice! You probably wanna go for a more hires sky though =)

  • Caldera by Joacim "Grillet" Rappu

    • Hipshot
    • November 14, 2014 at 3:44 PM

    The best way to go about this, I would say is to create a group and use the flags


    _lightmapscale with a value of perhaps .25, that will give you ha lightmap on the group that is 4x the normal one. I use this all the time where I feel it's needed.

  • Unamed by g0th

    • Hipshot
    • November 14, 2014 at 2:57 PM

    The layout "looks" kinda cool =) But it's difficult to tell how large or small it is, cause I have no size reference - how broad are those walkways there for example? 256 or 128?

  • Unamed by g0th

    • Hipshot
    • November 14, 2014 at 12:52 AM

    You're gonna model the entire level?

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