How and when can we play this? I can test from 2100 2200 GMT+1 (Sweden).
Posts by Hipshot
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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)?
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That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions
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That looks really fun!
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Uhm... because it's - uneven?
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What's the r_speeds of the most expensive scenes when you play?
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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.
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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.
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Worst - post a real screenshot Pat =)
I use the same filter for my levelshots though =/
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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 "???"
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Would it be possible for you to post the textures and things related to this shader, it's just easier to help that way.
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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
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Nice! You probably wanna go for a more hires sky though =)
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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.
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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?
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You're gonna model the entire level?