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  3. Hipshot

Posts by Hipshot

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • Hipshot
    • November 8, 2014 at 10:42 PM

    Nice textures, show us more!


    Now.

  • MapCore's Quake 3 15th Anniversary Contest Discussion

    • Hipshot
    • November 6, 2014 at 11:07 AM

    Ok, Pat H asked me if he could perhaps use some of the assets from my latest level, so in all fairness I posted the entire source and all models for anyone to use if they want. There's some trees and also a rail system that could be interesting perhaps.

    http://quake3world.com/forum/viewtopic.php?f=10&t=50631

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 5, 2014 at 11:49 PM

    If you want me to take a look at your terrain, maybe you can zip down your level and assets and send them to me via a PM? I'll be glad to help out.

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 5, 2014 at 11:48 PM

    I would definitely NOT replace anything inside the radiant directory. Create a separate folder where you place your compile tools and run a batch file from outside radiant, here's the one I use.


    Code
    @Echo off
    Echo Name of .map file:
    set /p Input=
    Echo Bounce these many times:
    set /p Input2=
    Echo Reticulating splines...
    Echo Compile began: >%Input%.log
    date /t >>%Input%.log
    time /t >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- START BSP ---- >>%Input%.log
    Echo. >>%Input%.log
    "q3map2_fs_20g.exe" -bsp -meta -samplesize 16 -v "..baseq3mapsm8%Input%.map" >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- END BSP ---- >>%Input%.log
    Echo. >>%Input%.log
    Echo. >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- START VIS ---- >>%Input%.log
    Echo. >>%Input%.log
    "q3map2_fs_20g.exe" -vis -v -saveprt "..baseq3mapsm8%Input%" >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- END VIS ---- >>%Input%.log
    Echo. >>%Input%.log
    Echo. >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- START RAD ---- >>%Input%.log
    Echo. >>%Input%.log
    "q3map2_fs_20g.exe" -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4 "..baseq3mapsm8%Input%" >>%Input%.log
    Echo. >>%Input%.log
    Echo ---- END RAD ---- >>%Input%.log
    Echo. >>%Input%.log
    Echo Level compiled at: >>%Input%.log
    date /t >>%Input%.log
    time /t >>%Input%.log
    Display More
  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 5, 2014 at 4:35 PM

    You did export the ase with vertex colors and used Q3map2 FS to compile? If you are using the regular q3map2, then you can use alpha textured brushes to blend with. I'm not at home, so I can't really look up the exact names from here =/

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • November 1, 2014 at 11:33 PM

    You can't see the blend inside radiant, cause it's a ingame feature after compile.

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 30, 2014 at 1:44 PM

    I guess you already though about it, but I would add a just so subtle blend into nothing on the edges of the slime, towards the walls.

    Edit: Or, make some small splash graphics border and place that on the wall where the slime intersects =)

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 30, 2014 at 11:25 AM

    Hmm, that is a nice looking texture, could also be remade into lava right?

  • Goldleaf by Pat Howard

    • Hipshot
    • October 30, 2014 at 10:34 AM

    Now, show us some nice graphics Pat!

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

    • Hipshot
    • October 30, 2014 at 10:30 AM

    Best view in games are when you can see an item really far below you, the feeling of real height.

  • Caldera by Joacim "Grillet" Rappu

    • Hipshot
    • October 30, 2014 at 10:28 AM

    I like the third screen the most =)

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 30, 2014 at 10:21 AM

    Is that flowing slime back there?

  • Infected by Christoph "1nfern0" Grafl

    • Hipshot
    • October 29, 2014 at 11:52 AM

    Yea CG can be used.

  • Infected by Christoph "1nfern0" Grafl

    • Hipshot
    • October 27, 2014 at 8:42 AM

    It's a model, looks cool!

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • October 26, 2014 at 10:56 AM

    Misc menu in radiant has a find brush entry.

  • A guide to making Quake 3 maps

    • Hipshot
    • October 26, 2014 at 9:17 AM

    Yea, my Q3 is like that too, the steam version and the stand alone are the same anyway.

    And it doesn't really matter, since you don't need to align sky textures anyway.

  • Goldleaf by Pat Howard

    • Hipshot
    • October 25, 2014 at 4:57 PM

    I'm looking forward to this pat, I'm glad to see both you and fkd around here!

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Hipshot
    • October 25, 2014 at 4:52 PM

    You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Hipshot
    • October 25, 2014 at 4:16 PM

    Ok, like this:


    NNN/NNN TRIS


    First numbers are triangles in a single pass (like with basic textures as base_wall/concrete_dark), this is your raw triangle count.


    Second numbers are triangles i several passes (when you have textures with several stages to them, like ctf/killblockctf_b, which has 4 additional stages inside the shader, because it's rotating and shit)


    You should know that everything you see on the screen adds to these numbers, not just the level, you can directly deduct ~800-1000 tris, if you display your weapon, hud and the r_speeds numbers themselves that are something around ~400 tris. A letter/number is 2 triangles so.

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • Hipshot
    • October 25, 2014 at 12:17 PM
    Quote from phantazm11

    Hipshot...man, I just hope I have enough time to pull this off!

    Just make the map small enough =)

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