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Posts by Quakis

  • WIP in WIP, post your level screenshots!

    • Quakis
    • April 18, 2008 at 3:47 PM
    Quote from bitmap

    lovely work BJ

    As always!

  • Worldcraft 3.3 & Quake Related

    • Quakis
    • April 15, 2008 at 11:22 PM

    Quake, using Hammer 3.5 (and FitzQuake port)

  • Worldcraft 3.3 & Quake Related

    • Quakis
    • April 15, 2008 at 6:20 PM

    Unfortunetly, even in Hammer 3.4 / 3.5, the 3D view doesn't work when I click on brushes. I don't know what's up...

    Edit: Found a nice temp fix for this - disable my graphics card and it'll work fine. And compiling also works well too.

  • Worldcraft 3.3 & Quake Related

    • Quakis
    • April 15, 2008 at 12:37 AM

    I'm just asking for trouble asking old-tech related questions here, haha. But this is probably the only other place I can ask for help on some issue. Do take note I've already asked this at func_msgboard, but we can't solve the problem right now, so I'm turning for help here.

    First of all, using Worldcraft 1.6a works fine for Quake mapping, but it's a very clunky editor with a horrible camera to use.

    http://www.quakeone.com/qadapter/ - I followed this guide to get WC3.3 to work for Quake mapping, but I noticed a small issue. When I want to select a brush, or a seperate face to texture in the 3D View, it does nothing at all. Nothing will select as if the mouse is not responding to this window. Everything in the 2D Views however do work. Worldcraft 1.6a (and Hammer 3.5) also work fine in this area, just not 3.3.

    Any solutions or ideas would be nice!

  • What Are You Playing '08 Thread

    • Quakis
    • April 9, 2008 at 12:38 AM

    I suggest, Oscuro's Oblivion Overhaul.

    Otherwise, take a look at this list; UESPWiki: Oblvion Must Have Mods

  • The random model thread!

    • Quakis
    • April 8, 2008 at 1:34 PM

    This might be considered nitpicking, but I notice some identical scratch repeatitions on the metal, which kind of bugs me. The top piece of the UV and bottom left / The right triangular piece and the piece to it's right. I marked the most noticable areas below.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Clipboard01.jpg]

  • Quakis' Source Project.

    • Quakis
    • April 8, 2008 at 1:22 PM

    Updated the layout of the bar area and gave it a little more depth. Any other suggestions however are of course welcome.

    [Blocked Image: http://img404.imageshack.us/img404/5207/srcprj006ok9.th.jpg] [Blocked Image: http://img155.imageshack.us/img155/8162/srcprj007xh0.th.jpg] [Blocked Image: http://img155.imageshack.us/img155/1461/srcprj008lt8.th.jpg]

  • Quakis' Source Project.

    • Quakis
    • April 5, 2008 at 2:27 PM

    Don't worry, the rooms and other locations won't be as flat as that. It's just a basis to work from until I'm happy with the layouts. There'll be some more variety with height, vertical space, ceiling and floor details later when it progresses a bit further in. I'd rather not add details in that will possibly be scrapped later down the road.

  • Quakis' Source Project.

    • Quakis
    • March 31, 2008 at 9:40 PM

    No project name just yet. I'm not going to make this project too ambitious and start small, but the basic initial plan is to go for a setting with a BioShock-ish atmosphere. The project will also be rather heavy on the custom content side of things as well. It's also another form to put together my skills and do something else with them. I'm currently starting off with building the scenes and required models for these scenes. But anything after that, will come after that, but I'm hoping to make a singleplayer level out of it at some point.

    Although it may seem a little early, I thought I'd just make a little thread to go through the progress of the project. Possibly a good chance to get some comments on everything I work on (maps/models/textures) to improve on what I make and ensure I can get the highest looking quality out it this, especially in the lighting department.

    Below is the basic rough 'sketch' of the bar area for one of the scenes made in hammer. A lot of the orange brush work is practically going to be replaced with models which you can find further below.

    Hammer Sketchup: Bar Area

    [Blocked Image: http://img84.imageshack.us/img84/7186/barsketchup01zh0.th.jpg] [Blocked Image: http://img357.imageshack.us/img357/8489/barsketchup02cm3.th.jpg] [Blocked Image: http://img84.imageshack.us/img84/8691/barsketchup03at9.th.jpg] [Blocked Image: http://img384.imageshack.us/img384/3526/barsketchup04ai9.th.jpg]

    Models so far: Bar Area (untextured)

    [Blocked Image: http://img369.imageshack.us/img369/8902/modelcombararea06ku4.th.jpg] [Blocked Image: http://img404.imageshack.us/img404/8397/modelcomchair03dw0.th.jpg] [Blocked Image: http://img387.imageshack.us/img387/1139/modelcommonbarstoolwv0.th.jpg] [Blocked Image: http://img364.imageshack.us/img364/4145/modelcommonfan01ak5.th.jpg]

    [Blocked Image: http://img245.imageshack.us/img245/9690/modelcommonfan02bn9.th.jpg] [Blocked Image: http://img245.imageshack.us/img245/2078/modelcommonwoodrail02pj9.th.jpg] [Blocked Image: http://img364.imageshack.us/img364/1432/modelcompillar01dv9.th.jpg] [Blocked Image: http://img357.imageshack.us/img357/5683/modelcomwindow04rg8.th.jpg]

    Next update will possibly be some textured models.

  • My Portfolio

    • Quakis
    • March 30, 2008 at 12:39 PM
    Quote from e-freak

    Not so much on the layout but I'd suggest you take down those 2D-pieces. They are not helping, instead they make your excellent work above in LD look a little unsmart (just my humble opinion).

    I'll have to agree on this. The site itself though is quick, and efficient to browse your work so that's a plus.

  • Anne Diamond blah blah violent games blah blah photoshop lol

    • Quakis
    • March 30, 2008 at 8:39 AM
    Quote

    ":zou17fau]

    lol, not Portugal I hope...

    It will be Portugal, and they'll be banning your Crysis.

  • [tf2] cp_broma_beta4

    • Quakis
    • March 30, 2008 at 8:38 AM

    From the looks of it, seems like a solid, decent map. Now I just hope a server puts it up on play. Where are you Thrik?

  • Model Problems (Source)

    • Quakis
    • March 30, 2008 at 2:30 AM

    I don't know what I did, but I think it was the way I saved the VTF file. Something so simple cause such a hassle. Either that or because it's so late I'm dreaming. Maybe I'll know for deffinite when I wake up and see this post. Jeez... Thanks to those who helped!

  • WIP in WIP, post your level screenshots!

    • Quakis
    • March 29, 2008 at 5:57 PM
    Quote from yubnub

    Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome[Blocked Image: http://img.photobucket.com/albums/v31/blushing/ScreenShot00005.jpg]

    Are those grey-ish looking textures everywhere just a temporary placement? If not, then I would suggest changing them to something with a little bit more detail. Try to get a bit more colour into the scene that fit together nicely. Don't put too much brown/grey in there though, as that tends to get overused a lot.

  • Model Problems (Source)

    • Quakis
    • March 29, 2008 at 4:11 PM
    Quote from hessi

    open "qcratea.smd" with notepad or what ever and check if the triangles use the correct texture name too. probably something with the SMD export went wrong!

    Checked them and they're also correct. =(

  • Model Problems (Source)

    • Quakis
    • March 29, 2008 at 3:47 PM
    Quote from R_Yell

    Hmm, check the path in $cdmaterials is correct.

    I just tweaked it (below) and the pink/black checkers just got smaller this time.

    Quote from hessi

    post your QC file plz

    $modelname folder1/folder2/qcratea.mdl

    $cdmaterials "models\folder1\folder2"

    $scale 8

    $staticprop

    $surfaceprop "metal"

    $body studio "qcratea.smd"

    $sequence idle "qcratea_idle.smd" fps 1

    $collisionmodel "qcratea_phys.smd"

    Quote from e-freak

    How did you compile your VTF and is it placed correctly?

    VTF plugin for Photoshop. And the VTF is placed in the same directory as the VMT.

    Quote from e-freak

    Second: Take MoM (Model Modifier - a tool by Jodokus [Download]) and check for the linkage in the MDL. It might occur that the converter corrupts your filelinks.(...)

    OK, i just tried to compile some things my self. I ran into the very same problem. The SMD-File saves the texture name it uses in your modeling software or just says: "Material". If you use MoM you can alter the "Texture" Name. Just overtype the current value with your new VMT Filename and you are good to go.

    Just checked it and the file structures are correct. But I already used a hex editor to check this several times before. The texture name is also the same name is used in my software, and all of that is also correct. The only difference that did anything was tweaking $CDMATERIALS in the QC file as explained above.

  • Model Problems (Source)

    • Quakis
    • March 29, 2008 at 12:34 PM

    This is driving me mad, and everytime I think I'm getting somewhere, I run into another problem. Basically, compiling my models and writing the VMT works fine when the model is located in, "mysourcemod\models" and the material is found in "mysourcemod\materials\models\"

    However, when the model is in, "mysourcemod\models\folder1\folder2" and the material is in, "mysourcemod\materials\models\folder1\folder2" the model won't work with either the model or material. These DO work with the above settings.

    I realised it had something to do with compiling the model, so I tweaked the QC file a bit and when I compile it, the model is now found in, "mysourcemod\models\folder1\folder2" which is exactly what I wanted. I now put the materials back into, "mysourcemod\materials\models\folder1\folder2". Upon loading the model in HLMV or Hammer, all I get is a pink/black checker texture. The VMT is written correctly. THE TEXTURE WORKED WHEN THE DIRECTORY STRUCTURE WAS LIKE MY FIRST PARAGRAPH.

    I don't know what I'm doing wrong. No filename/directory/vmt spelling errors. And yes, there is a reason for the folder structures. Any help or ideas would be good. This is really unmotivating to work with.

    VMT FILE CONTENTS: qcratea.vmt

    "VertexLitGeneric"

    {

    "$baseTexture" "models/folder1/folder2/qcratea"

    "$model" "1"

    "$surfaceprop" "metal"

    }

    DIRECTORY STRUCTURES:

    models: mysourcemod\models\folder1\folder2

    materials: mysourcemod\materials\models\folder1\folder2

  • The random model thread!

    • Quakis
    • March 28, 2008 at 7:55 PM
    Quote from SnipaMasta

    Looks cool, but maybe add some more space to the shelves on top if they're for drinks?(some way of telling the scale would be nice for future renders btw)

    The top shelves were actually meant for glasses, but now that I think about it, they might be a little too high up. Not sure at the moment, but I'll keep the scale-thing on mind next time.

  • The random model thread!

    • Quakis
    • March 26, 2008 at 9:50 PM

    Bar, work in progress - for current Source Project;

    [attachment=0]model_combararea06.jpg[/attachment]

  • The random model thread!

    • Quakis
    • March 22, 2008 at 1:24 AM

    Simple chair model which will be used for one of my Source projects. The texture will come later once I decide on a colour scheme for where it'll be used. Fortunetly this project will be custom content heavy so I can go wild, heh. Nothing spectacular but I quite like it myself;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/model_comchair01.jpg]

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