Nice textures, show us more!
Now.
Nice textures, show us more!
Now.
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.
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.
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.
@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
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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 =/
You can't see the blend inside radiant, cause it's a ingame feature after compile.
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 =)
Hmm, that is a nice looking texture, could also be remade into lava right?
Now, show us some nice graphics Pat!
Best view in games are when you can see an item really far below you, the feeling of real height.
I like the third screen the most =)
Is that flowing slime back there?
Yea CG can be used.
It's a model, looks cool!
Misc menu in radiant has a find brush entry.
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.
I'm looking forward to this pat, I'm glad to see both you and fkd around here!
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.
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.