Thank you kindly too! Its good that quake supports normal maps. This will make things look better! As far as you are using PS you could buy ( around 50 USD) ) Ndo2 licence and start generating normal maps faster and much better. Nvidia plugin kind of sucks ![]()
Posts by Conrad Justin
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This tutorial is very simple and that's really kind of you that you took your time to post it

Week 3 image coming up.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-1.jpg]
It seems the map will have 4 levels overall and high unfinished dome in the centre (reconstruction of the 2 hundred years old cathedral).
The map's name : RECO
Edit:
Error: MAX_BUILD_SIDES
What's this? O_o
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I'm using .ASE with vertex paint on! Thanks in advance for helping me.
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Thanks, Cityy! So this works only to brushes? Damn. I allready made models.

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I have a terrain model with vertex paint (2 textures). How can I get it working in Quake? How the shader should look like?
rockblend{dpoffsetmapping - 2 match8 184q3map_baseShader textures/map_reco/grassblendqer_editorimage textures/map_reco/grassblend.tga {map textures/map_reco/mossy_ground.tga } {map textures/map_reco/mud.tgablendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex} {map $lightmapblendfunc GL_DST_COLOR GL_ZEROrgbGen identity } }Thats what I would use in Xonotic. But it seems to be not working. How to tell the quake that this particular model has vertex color on it?
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Hello! I also have done something in UDK! Do you have any links to screenshots you could share?! Good luck in the contest!
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Thanks Hipshot! Pretty busy with University but here is:
Models (In the end I will have them replaced with BSP.)+ terrain with vertex paint. I guess it works in Quake, right?
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-5.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-6.jpg]
Looks like this block on the bottom will be an elevator for construction workers. Don't judge textures, please. This will come in the final steps.
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Thank you, Hipshot, I will try avoiding it. With this in mind I see no other issues that could prevent me from start modelling apart from poly count I suppose. Is there particular number we should abide? I know this sounds like a newbie qustion but I don't want to end up with totaly broken performance. I have stronkTM computer but some might not.
jameswilddev2 - The planks are bsp - detail brushes. Easy to adjust, fun to run on (no clipping issues)
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Nah. screenshot was done in Xonotic, because I used it for quick testing (sorry about it - I just wanted to show the layout progress) Today I finally launched map on Quake, so don't worry. Mind that I am a beginner in quake.
I have a question: I put an orign (pivot poiint) of my models on the model's bottom and when I place them in Radiant the pivot point is usually inside brushes. I think this might have an impact on the compiling process or even game performance. Is that correct? Shall I locate pivot points of my models in the centers and place them so they don't intersect with brushes?
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nice curves! All patches I suppose? Or models?
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Okey. Before I start modeling I just wanted to show you the main layout idea. I am thinking about adding basement going beneath the map (straight across) but maybe this would be too much. I hope you can figure something out from this top-down view - I tried making it as clear as possible

[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-4.jpg]
What would you prefer as a player: Jumppads, smooth ramps or perhaps a staircases? At this stage its easy for me to swap them because layout is still changing.
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Week 2 continuation: Wooden constructions on the construction site (don't mind the metalic and concrete textures- they will be replaced)
Whats the maximum poly amount? Lets say I create a rock model that has 1000 faces and then duplicate it 10 times. Is it okey? How can I increase the lightmaps qiuality on models?
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-3.jpg]
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Week 2 progress: Trying to finish the layout in the middle and slowly moving to the outskirts.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-1.jpg]
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Thanks, Z! but still the camera in the 3D window does not deactivate, while I press right mouse button again. (I'm on Win 8 recently). Is this possible to work within netradiant and then convert map into radiant? I have more experience with netradiant (several Xonotic maps) and regardless similar interface its completly different program to me.
Good luck mate!
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I have a question:How to move camera around in the perspective view in Radiant? It seems that whenever I try to do so (right mouse click it gets stuck in this option and I can't toggle it off (I have to alt-tab the window)

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You work very fast! Good theme.
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Nice stuff! Very futuristic.
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Last day of the week 1:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1-2.jpg]
Top down layout.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1-3.jpg]
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Week 1 update: Modeling props for modular geometry
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1.jpg]
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Hello! Here I am, participating, trying to figure out the layout.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/map-progress01.jpg]
Final version updated:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final6.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final5.jpg]
Final version with sound and all that:
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Good luck to all participants!