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  3. Z(Rus)

Posts by Z(Rus)

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

    • Z(Rus)
    • November 23, 2014 at 11:45 AM

    it's good that i kept the old version of the map, now need resolve some problems with lava

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

    • Z(Rus)
    • November 23, 2014 at 11:11 AM

    almost done but compilator crashed on light

    Quote
    Code
    Setting up
    Listening...
    === running build command ===
    "C:/Program Files (x86)/GtkRadiant 1.5.0/q3map2.exe" -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena/" -fs_game baseq3 -light -faster "C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map"
    Connected.
    4 threads
    Q3Map         - v1.0r (c) 1999 Id Software Inc.
    Q3Map (ydnar) - v2.5.17
    GtkRadiant    - v1.5.0 Apr 26 2007 19:01:46
    Last one turns the lights off
    --- InitPaths ---
    VFS Init: E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena//baseq3/
    VFS Init: E:/Program Files (x86)/Steam/SteamApps/common/Quake 3 Arena//baseq3/
    
    
    --- Light ---
    Faster mode enabled
    Map has shader script C:/Users/ZEROMAPPING/Dropbox/mapping/q3/../scripts/q3map2_Carnage_g5.shader
    entering scripts/shaderlist.txt
    entering scripts/shaderlist.txt (2)
    entering scripts/base_button.shader
    entering scripts/base_door.shader
    entering scripts/base_floor.shader
    entering scripts/base_light.shader
    entering scripts/base_object.shader
    entering scripts/base_support.shader
    entering scripts/base_trim.shader
    entering scripts/base_wall.shader
    entering scripts/common.shader
    entering scripts/ctf.shader
    entering scripts/gothic_block.shader
    entering scripts/gothic_button.shader
    entering scripts/gothic_door.shader
    entering scripts/gothic_floor.shader
    entering scripts/gothic_light.shader
    entering scripts/gothic_trim.shader
    entering scripts/gothic_wall.shader
    entering scripts/liquids.shader
    entering scripts/organics.shader
    entering scripts/sfx.shader
    entering scripts/skin.shader
    entering scripts/skies.shader
          596 shaderInfo
    Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.bsp
    Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.srf
    --- LoadMapFile ---
    Loading C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map
    entering C:/Users/ZEROMAPPING/Dropbox/mapping/q3/Carnage_g5.map
            1 light entities
    --- SetupBrushes ---
         3343 opaque brushes
    --- SetupDirt ---
           48 dirtmap vectors
    --- SetupSurfaceLightmaps ---
        11341 surfaces
         9902 raw lightmaps
          287 surfaces vertex lit
        11054 surfaces lightmapped
         8967 planar surfaces lightmapped
         1449 non-planar surfaces lightmapped
          583 patches lightmapped
            0 planar patches lightmapped
    --- SetupTraceNodes ---
       627645 trace windings (158.02MB)
      1179330 trace triangles (98.97MB)
       321886 trace nodes (19.65MB)
       160944 leaf nodes (9.82MB)
            3 average windings per leaf node
           32 max trace depth
    --- SetupGrid ---
    Grid size = { 64, 64, 128 }
        94248 grid points
    --- CreateLights ---
    Sun: textures/skies/ascend4
    Connection closed.
    Display More
  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Z(Rus)
    • November 23, 2014 at 8:04 AM

    [Blocked Image: http://f6.s.qip.ru/~iaKRE38k.png]

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

    • Z(Rus)
    • November 20, 2014 at 9:48 PM

    some testing

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

    • Z(Rus)
    • November 20, 2014 at 2:34 PM

    [Blocked Image: http://f5.s.qip.ru/gt7AZAwD.png]

    [Blocked Image: http://f5.s.qip.ru/gt7AZAwE.png]

    [Blocked Image: http://f6.s.qip.ru/gt7AZAwF.png]

    [Blocked Image: http://f5.s.qip.ru/gt7AZAwG.png]


    almost finished texturing

  • Caldera by Joacim "Grillet" Rappu

    • Z(Rus)
    • November 20, 2014 at 2:26 PM

    Fuuuuuuu... my map compiled 2 hours

  • Caldera by Joacim "Grillet" Rappu

    • Z(Rus)
    • November 20, 2014 at 12:31 PM

    how much time you spent on compiling this maps?

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

    • Z(Rus)
    • November 19, 2014 at 11:41 AM

    first floor textured


    [Blocked Image: http://f6.s.qip.ru/gt7AZAuB.png]

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

    • Z(Rus)
    • November 19, 2014 at 8:27 AM
    Quote from Thurnip

    i think the shadows are too hard, too dark.

    Are you planning more lights to change this?

    keep it on

    yes i want add some torches


    Quote from Obsidian

    This map looks stunning!


    It's hard to tell how it will play from a gameplay perspective based on the screenshots, seems like a lot of symmetry which typically doesn't work very well for a deathmatch map.

    symmetry can be broken using proper placement of items

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

    • Z(Rus)
    • November 18, 2014 at 8:43 PM

    i think need add more lights

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

    • Z(Rus)
    • November 18, 2014 at 9:34 AM

    Hey Hipshot, I did it...why these two textures are not looped?))

    [Blocked Image: http://f6.s.qip.ru/gt7AZAsV.png]

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

    • Z(Rus)
    • November 18, 2014 at 8:58 AM

    not yet tested
    need more optimization, i only optimize portalclusters 4213 -> ~2100+


    and need do something with 3D skybox

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

    • Z(Rus)
    • November 18, 2014 at 8:30 AM

    a couple of screenshots

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

    • Z(Rus)
    • November 17, 2014 at 8:18 PM

    first alpha build was have 13 leaks and very much portals

    Code
    4213 portalclusters
     14036 numportals
     16325 numfaces
    ************ ERROR ************
    MAX_MAP_VISIBILITY exceeded
  • "Carnage grounds" by Roman "Z(Rus)" Saraev

    • Z(Rus)
    • November 17, 2014 at 3:07 PM

    [Blocked Image: http://f6.s.qip.ru/gt7AZArW.png]


    almost finished architecture

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

    • Z(Rus)
    • November 16, 2014 at 6:06 PM

    thank you, maybe some of the textures I will use


    or remade

  • [CSSv34] gg_inhell

    • Z(Rus)
    • November 15, 2014 at 10:08 PM

    scary atmosphere?

  • [CSSv34] gg_inhell

    • Z(Rus)
    • November 15, 2014 at 5:18 PM

    map made special for css v34


    [Blocked Image: http://css.gamebanana.com/maps/embeddables/183553?type=small] http://www.17buddies.net/17b2/View/Map/100422/gg_inhell.html

    [Blocked Image: http://www.17buddies.net/17b2/Btn/2/0/0/0/0/en/100422.png]

  • [BS]ffa_e1m1

    • Z(Rus)
    • November 14, 2014 at 8:14 AM

    iddqd not help you

    scale 1:1.5

    original map from first Doom, first level of the game, all secret doors works


    workshop


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

    • Z(Rus)
    • November 11, 2014 at 1:47 PM

    [Blocked Image: http://f6.s.qip.ru/~gt7AZAgY.png] [Blocked Image: http://f5.s.qip.ru/~gt7AZAgZ.png] [Blocked Image: http://f6.s.qip.ru/~gt7AZAh0.png]

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