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Hipshot

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Everything posted by Hipshot

  1. How and when can we play this? I can test from 2100 2200 GMT+1 (Sweden).
  2. Hipshot

    Far Cry 4

    Don't post those fucking pictures like that. Uh? I clicked into this thread by mistake more or less - and I saw the picture you posted back on like page 5.
  3. I like that - that is how it's supposed to be. Pure dedication.
  4. I would remove the lightimage stage in the shader and just use point lights where needed, I think that's a better way of controlling light. What was the issue with the sky and why would that be fixed if you save it as a tga (which you can do ofc)?
  5. Hipshot

    Far Cry 4

    Don't post those fucking pictures like that.
  6. That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions
  7. That looks really fun!
  8. Uhm... because it's - uneven?
  9. What's the r_speeds of the most expensive scenes when you play?
  10. Ok, much better. My biggest issue with the level is the feeling I can't get down w/o being forced to take fall damage.
  11. Hmm, very nice. Those windows there and the colors around, looks very slick I must say! I have an issue with the light though, I think it's too dark, I have issues seeing the bots while playing, so it's getting a bit difficult testing it properly.
  12. Worst - post a real screenshot Pat =) I use the same filter for my levelshots though =/
  13. Ok, nice, I got confused there, for some reason I thought you were talking about the ground texture and when I looked at the shader I was like "???"
  14. Would it be possible for you to post the textures and things related to this shader, it's just easier to help that way.
  15. I'm just gonna repost what I wrote in the other thread, in case you miss it: These levels are old, but you might find some textures in there to use. http://quake3world.com/forum/viewtopic.php?f=10&t=40110 http://quake3world.com/forum/viewtopic.php?f=10&t=25646 http://quake3world.com/forum/viewtopic.php?f=10&t=34579
  16. Nice! You probably wanna go for a more hires sky though =)
  17. The best way to go about this, I would say is to create a group and use the flags _lightmapscale with a value of perhaps .25, that will give you ha lightmap on the group that is 4x the normal one. I use this all the time where I feel it's needed.
  18. The layout "looks" kinda cool =) But it's difficult to tell how large or small it is, cause I have no size reference - how broad are those walkways there for example? 256 or 128?
  19. You're gonna model the entire level?
  20. Take a look at this: http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =)
  21. I dont think I ever heard about a good fix for this that works on all graphics cards. It's some bug with q3s render I think. What you can do, is set up the sky inside a portalsky and instead of mapping a "sky" texture, map a regular texture and project it x100000 kinda. I did that in a test scene back in the days and as far as I remember, that scene did not cause any lines, on any graphics card.
  22. Deluxe. Are you on a ATI card?
  23. Nah, the leak is here, has nothing to do with "external" compilers.
  24. Ok, so I took a look at this level, that Conrad sent to me. The issue here is that the fire2.jpg is faulty, it's probably saved with some compression not compatible with Q3, if you save it as a tga or a regular jpg, it works. This gave the error "Requested feature was omitted at compile time" and forced Q3 to quit while loading the level. You should also know, that the level has a leak in it, there's a gap in the skybox.
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