[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010016.jpg]
btw I'm still using Radiant
[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010016.jpg]
btw I'm still using Radiant
Quote from BelgarionApparently there has been talk of moving though, so I'm interested in knowing what people have and what's installed
Not to my knowledge, pretty sure the IC team are focusing on completing development for Doom3 before considering anything else.
I bought Doom3 off steam primarily to checkout this mod. I don't know what the technical differences are in the tech4 engine between Quake4 and Doom3 but Doom3 seams to fit a descent mod nicely.
Just started playing around with texture lighting in some custom textures (I'm attempting to make an illuminated sign). According to the Valve Developer Community .rad lighting is "An old method, supported mostly for legacy purposes."
Seems like $selfillum allows for a degree of flexability but doesn't actually emit light. Should I be using this combined with entity based lighting?
Haven't found much info on the matter.
Rune:HOV (no modern day equivalent that I know of)
Forsaken (Doom3 MOD Into Cerberon has 6DOF but still missing important features)
Quake 3 Padman Total Conversion http://%7boption%7d
HL2 Co-op Mod http://%7boption%7d
Doom3 Co-op http://%7boption%7d
PogoP: I'm liking your TF2 WIP, it shows a nice attention to detail but doesn't look too busy.
[AoS] Albatros: Looks great, I never got into DOD:S or it's predecessor. Decided to re-install it after looking at your pics though.
I just had a play with Smoothing Groups, applying them to both displacements and brushes, and they didn't have any effect whatsoever.
According to the wiki "The lightmap scale must be small enough that at least one lightmap luxel is small enough to fit on each face."
I found this statement a bit ambiguous. Does this mean the lightmap scale must be 1:???:
I played around with lightmap scale, even trying a scale of 1 and still no effect (even though this wouldn't be feasible anyway)
I didn't even know about smoothing groups until now, sounds very useful.
btw, love your displacement modelling in fof_tramonto_lite R_Yell.
'll have a play with a few techniques when I have some spare time and I'll post the results.
Hopefully they resume production of Descent 4. Only a week ago I was feeling nostalgic and found this total conversion for Doom 3. Still in beta but looks promising.
Thanks for the suggestions
Algor: I use fixed values for vertex movement and only move them on one axis at a time.
Killertomato: Ah, somehow missed the sew tool, reckon I need to have a play with that. I don't need to delete faces, was just going to make several displacements for each element and sew them together.
Erratic: I'm just trying to experiment and mix up the architecture in my current project. Using brushes for curves looks damn ugly. The map comprises of a small street area comprising of two accessable streets. Due to the small size I think I can afford some extra modelled detailing, relying less so on textures.
I'm also considering creating a prop for the curves if the displacements don't work out.
Here's a WIP of what I'm trying to achieve. Textures are placeholders.
[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/displacement.jpg]
I've just started playing around with displacements and I've run into some difficulty "capping" the sides of displacements.
I tried to model a displacement road running up a slope. The road had extruded gutters and a foot path which were also displacements. I tried to creat more displacements to fill in the side of the gutter but couldn't get them to match up between the road and the gutter.
Another application I'd like to achieve is a round building with windows cut out.
If my discriptions make no sense I can provide some pics
All the tutorials for displacement modelling I've found on the net have been terrain specific. Can anyone point me in the right direction?
That looks awesome Clayman. Any chance of an overview of techniques used, or better yet, a tutorial?
Maps coming along nicely. I've been learning Max and making textures over the last few weeks though I still need a heap more custom content for what I'm trying to achieve.
I have a week off work coming up so hoping to make plenty of textures and knock over the outdoor area which I'm concentrating on at the moment.
Here's a screenshot that contains some of the textures I've been working on. Still very early days so be gentle :wink:
[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010009.jpg]
Here's a portrait I drew of a character from Clive Barker's Arabat. His name's John Mischief, he has 7 brothers growing out of antlers on his head. It was originally a pencil drawing I traced in flash.
[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/mischief.jpg]
Damn that looks nice (As do all your OL maps), I have no visual criticisms. Looking forward to the release of OL.
Nice start. A petrol station could be a good premise for a hostage map.
This is looking great. The strong concept behind your mod is reflected in these screens. Love the concept images on your site too, more concept art!!!
I've noticed some people have commented in the lack of consistancy in your overall concept, "Various attempts to grow food have lead to poisonous chemicals flowing through bodies of water, and plants growing in ways never thought to be possible."
Purhaps you could change the premise so the experiments resulted in a specific species of mutant, glowing plant. If you explain that not all vegetation was effected then there's no holes in your story.
3 maps in 3 weeks, well done. They all have very distinct and unique looks too. I like the fact you gave yourself technical goals within each of them too.
Checkout the plastics section at http://%7boption%7d
could even manipulate a scratched metal texture or something to add scratches to your base texture.
I checked out that design when I was looking for reference pics. Decided on a more intricate design as the model will be in a fairly low detail, enclosed room so think I can afford the extra polys.