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  3. Thurnip

Posts by Thurnip

  • MapCore's Quake 3 15th Anniversary Submissions

    • Thurnip
    • December 3, 2014 at 5:32 PM

    Name: Arthur de Padua

    Nick: Thurnip

    Map: Brutal Lab

    Download: https://dl.dropboxusercontent.com/u/5442600/q3trnp1.pk3

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • December 3, 2014 at 3:37 PM

    finished!

    Do you guys think it's too dark?

    at home was ok, but here at work seems a little bit darker than i expected :/

    https://dl.dropboxusercontent.com/u/5442600/q3trnp1.pk3

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • December 3, 2014 at 9:05 AM

    finished the map. Now sealing it to get a RC version asap...


    Then, if enough time, i can try work on details a little more


    zzzzzz

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • December 2, 2014 at 5:19 AM

    worked all the sunday... and today night.

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0059.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0058.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0057.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0056.jpg]


    now i think i'm trying to make it look the same all the map. Today i think i have different vibes in each area... so im trying to unify it


    Download file updated (all leaked lol)

    http://arthurdepadua.com/labs/leveldesign/q3trnp1.pk3

  • Endurance By Greg "Flipout" Ward

    • Thurnip
    • November 28, 2014 at 5:20 AM

    All the tex looks very sharp are you using only custom? or some stock textures as being used?

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 28, 2014 at 4:27 AM

    im having some trouble to make a shader to be used as circular flare...


    I have a thurnip_fx.shader file on scripts folder. on this.shader file i have this shader:

    Code
    textures/thurnip/fx_flareRed
    {
        surfaceparm nolightmap
        surfaceparm nomarks
        cull disable
        deformVertexes autosprite
        {
            clampmap textures/thurnip/fx_flareRed.tga
            rgbGen wave sin 0.5 0.5 0 0.2
            tcMod rotate 20
            alphaFunc GE128
        }
        {
            clampmap textures/thurnip/fx_flareRed_stripe.tga
            blendfunc add
            rgbGen wave sin 0.5 0.5 0 0.2
            tcMod stretch sin 1.1 0.1 0 0.2
        }
    }
    Display More

    My idea is to have a circular glow on a layer, and a horizontal stripe of light on other layer. Both will scale up and down using sin.

    I'm havin some trouble because neither quake3 or q3ase are loading my fx_flareRed.tga and the stripe file file. I think

    using this assets.


    https://dl.dropboxusercontent.com/u/5442600/fx_flareRed.tga

    https://dl.dropboxusercontent.com/u/5442600/fx_flareRed_stripe.tga


    there's some catch to make those guys load the assets?

    Update:


    omg, it's working. As always, human mistake.

    here's the final result

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shader.gif]


    And yet, my Q3Ase is not loading the assets.... Any idea if there's some config i must setup ?

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 27, 2014 at 5:41 PM

    yesterday update. Minos suggested me some cool tips to improve the overall look of this area

    thanks mate

    before

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]

    After

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0038.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0039.jpg]

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 25, 2014 at 1:30 PM

    hummmm i have ubuntu installed on another partition, i use it to scan with a very old scanner that runs on a scsi controller card. But since my scanner died, im not using it anymore. This recovery process works fine on sdd? i tried recovering using a random soft i downloaded, but the .map file was corrupted and (apparently) old.

    i'll try to recover using ubuntu. Meanwhile, i setup a very clean install in other hdd... outside (scumbag) steam. Right now i'm working on a 2 day old version of the map. Lost around 7 hours of work.

    Thanks for the tips

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 24, 2014 at 10:12 AM

    Nice. I asked Steam to delete Team Arena, to try fix that texture issues.


    Steam deleted all my quake3 folder and started downloading Q3A from scratch.

    All .map deleted.


    I have a version at office but I think i lost all my Saturday and sunday work.

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 24, 2014 at 5:37 AM

    adding some details, but yet a little lost and confuse about how to make it look more interesting


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0035.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0036.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]


    About overall brightness:

    In my Q3 client, the map looks fine, but in screenshots looks very dark, There's a good way to see if the map is with a good ambient light?, not too dark, not too bright?


    i was about to upload a new version, but there's not much changes and one trim texture is missing. Also, the tex is still missing when running TA. So no idea where that texture came from. I think i need to clean up my q3 (working) folder.

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 24, 2014 at 1:09 AM

    i've selected a bunch of materials from stock q3 to use in the map... Cool all those stuff is modular


    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/materials.jpg]

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 21, 2014 at 3:49 AM

    1: thanks!

    2: oh, ok!

    3: i'm using group to keep easy to select stuff on radiant. eg. stairs, or a piece of detailed wall.

    4: thanks!


    Missing texture: strange. I'm only using stuff from base_wall, base_floor from default quake. I'll set up a clean install to search for the missing tex. Thanks!

    Update: Fixed the missing tex. i was using base_wall/basewall04_rept, replaced using base_wall/basewall04 and it's working now. Thanks !

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 21, 2014 at 2:42 AM

    some new images

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0022.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0023.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0024.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0025.jpg]


    today i added some items and detailed the higher corner of the map... probably i'll comeback on that area in a future.


    and today's build... with working bots, probably

    http://arthurdepadua.com/labs/leveldesign/q3trnp1.pk3


    Please, comments are appreciated I'm a little insecure about the gameplay...


    Oh, and i gathered some questions i have, maybe there's someone around who could help me


    1-Some places im using texture with scale 0.25 instead of the default value of 0.5. This is a good pratice? this can break my map? or is just a matter of size of texels? And there's someway to make the default value to be .25? cause sometimes i need to change this value everytime i apply a texture to a brush


    2-What is the different between nodraw and caulk?


    3-using func_group is a good pratice? it have any impact on the game itself, or it's just a way to keep elements together, inside gtkradiant?

    4- On some brush faces pointing up to the sky, should I use sky texture or caulk texture on those faces? i'm using sky texture...

  • Caldera by Joacim "Grillet" Rappu

    • Thurnip
    • November 19, 2014 at 3:23 PM

    hum.... my quake3 are not running this :/

    usually i set sv_pure 0 and run the map using devmap mapname.bsp...

    This should work, right?

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 19, 2014 at 2:53 PM

    [edit]

    oh, now the bots are working

    Thanks!

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 19, 2014 at 3:38 AM

    I remade the acid chamber. now has a glass case with that gourgeous alien pattern... Idea taken from q3dm11, deva station.

    There's a heavy armor on that green spot.

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0013.jpg]

    two more before going to sleep

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0014.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0015.jpg]

  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Thurnip
    • November 18, 2014 at 9:12 PM

    i think the shadows are too hard, too dark.

    Are you planning more lights to change this?

    keep it on

  • Watching this "tutorial" hurts so bad!

    • Thurnip
    • November 18, 2014 at 4:27 PM

    hahaushduahsduafpjkasfl;kjawsf

    at first, it was bad... then got worse

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 18, 2014 at 3:46 PM

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0002.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0003.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0004.jpg]

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0005.jpg]

    Working the visuals. I want to use only stock textures

    Screenshots are dark. I think my brightness setting on q3 is messed up.

    And my radiant (1.6) is having some problems to compile bot files (aas, correct?)... there's some setting i need to change to make it work properly?

  • Untitled1 - Thurnip's Entry

    • Thurnip
    • November 14, 2014 at 5:50 PM

    yesterday i worked a little on it

    I tried to make a shader similar to quake1 splitgate to use on the teleport, but using Q3Ase i replace and lost my other shaders, for my other project

    anyway, in feeling more comfortable using radiant and using shortcuts, and getting a little faster

    [Blocked Image: http://arthurdepadua.com/labs/leveldesign/15_layout_02.png]

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