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Everything posted by Hipshot
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Eternity Changes by Daniel "Nisse" Nilsson
Hipshot replied to Daniel Nilsson's topic in Quake 3 15th Anniversary Contest
I think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt Not only do you need to copy it into your own shaderfile, make sure you rename it, just moving the shader won't work. If the shader was named sfx/hellfog2000 make sure it's named like daniel/hellfog2000 -
dk_q3MC by Andrew 'dONKEY' Dunn
Hipshot replied to dONKEY's topic in Quake 3 15th Anniversary Contest
I'm sure you are aware about railings like that and the annoyance when you get stuck, it's like, even if you make them passable, or make small ramps or similar, it's just the notion that you CAN bump in to them and so =/ It's like in your Cores level, when I was running around it, I always thought about all that railing =) -
Eternity Changes by Daniel "Nisse" Nilsson
Hipshot replied to Daniel Nilsson's topic in Quake 3 15th Anniversary Contest
Hey, that looks really cool, nice =) Make sure you weapclip the floor on the last shot, so rockets and grenades won't get stuck on all the small things sticking out. -
Eternity Changes by Daniel "Nisse" Nilsson
Hipshot replied to Daniel Nilsson's topic in Quake 3 15th Anniversary Contest
The regular hellfog does not emit light, however, the hellfogdense does. You can just edit the shader if you want though. -
Eternity Changes by Daniel "Nisse" Nilsson
Hipshot replied to Daniel Nilsson's topic in Quake 3 15th Anniversary Contest
What fog are you using? Some fogs have lights emitting from them, that can cause strange shadows and spots. -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
If you have issues with your aas generation, I can take a look at it, I won't optimize the level or any such thing, but I can see what the technical error is. This help ofc extends to everyone in this contest. -
Eternity Changes by Daniel "Nisse" Nilsson
Hipshot replied to Daniel Nilsson's topic in Quake 3 15th Anniversary Contest
Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work. -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
Did you place botclip brushes around the level? You should cover _everything_ that is not needed for the bots with this to optimize, even out the ground, cover small details, lower the sky etc -
Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward
Hipshot replied to fKd's topic in Quake 3 15th Anniversary Contest
That first shot there, very solid - with that orange sky and all. -
Endurance By Greg "Flipout" Ward
Hipshot replied to Flipout's topic in Quake 3 15th Anniversary Contest
Cool! I think it's nice that you are using the same TPs as in Achromatic, it reconnects well. I like when people do that, have a running theme through out their levels. -
MapCore's Quake 3 15th Anniversary Contest Discussion
Hipshot replied to Sprony's topic in Quake 3 15th Anniversary Contest
You mean with patches? Cause if you use models, you can just UW map that however you like I guess... -
dk_q3MC by Andrew 'dONKEY' Dunn
Hipshot replied to dONKEY's topic in Quake 3 15th Anniversary Contest
Yea, that is pretty, I don't know the status around this map now, but you could make a pretty cool "ravine" look here either from a bounce pad or some high point that allows you to see out over the rocky walls, kinda like this: I would definitely try that out if you don't have any ideas or so =) -
NIce, open terrain FFA type map?
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MapCore's Quake 3 15th Anniversary Contest Discussion
Hipshot replied to Sprony's topic in Quake 3 15th Anniversary Contest
It would be wonderful if you entered and made a level. You've produced so many levels before, so you know if you are capable of doing something good in a month. -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
Remove the lightmap. -
MapCore's Quake 3 15th Anniversary Contest Discussion
Hipshot replied to Sprony's topic in Quake 3 15th Anniversary Contest
Ok, Pat H asked me if he could perhaps use some of the assets from my latest level, so in all fairness I posted the entire source and all models for anyone to use if they want. There's some trees and also a rail system that could be interesting perhaps. http://quake3world.com/forum/viewtopic.php?f=10&t=50631 -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
If you want me to take a look at your terrain, maybe you can zip down your level and assets and send them to me via a PM? I'll be glad to help out. -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
I would definitely NOT replace anything inside the radiant directory. Create a separate folder where you place your compile tools and run a batch file from outside radiant, here's the one I use. @Echo off Echo Name of .map file: set /p Input= Echo Bounce these many times: set /p Input2= Echo Reticulating splines... Echo Compile began: >%Input%.log date /t >>%Input%.log time /t >>%Input%.log Echo. >>%Input%.log Echo ---- START BSP ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -bsp -meta -samplesize 16 -v "..baseq3mapsm8%Input%.map" >>%Input%.log Echo. >>%Input%.log Echo ---- END BSP ---- >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo ---- START VIS ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -vis -v -saveprt "..baseq3mapsm8%Input%" >>%Input%.log Echo. >>%Input%.log Echo ---- END VIS ---- >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo ---- START RAD ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4 "..baseq3mapsm8%Input%" >>%Input%.log Echo. >>%Input%.log Echo ---- END RAD ---- >>%Input%.log Echo. >>%Input%.log Echo Level compiled at: >>%Input%.log date /t >>%Input%.log time /t >>%Input%.log -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
You did export the ase with vertex colors and used Q3map2 FS to compile? If you are using the regular q3map2, then you can use alpha textured brushes to blend with. I'm not at home, so I can't really look up the exact names from here =/ -
DM-Reco by Conrad "Justin" Slawinski
Hipshot replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
You can't see the blend inside radiant, cause it's a ingame feature after compile. -
Endurance By Greg "Flipout" Ward
Hipshot replied to Flipout's topic in Quake 3 15th Anniversary Contest
I guess you already though about it, but I would add a just so subtle blend into nothing on the edges of the slime, towards the walls. Edit: Or, make some small splash graphics border and place that on the wall where the slime intersects =) -
Endurance By Greg "Flipout" Ward
Hipshot replied to Flipout's topic in Quake 3 15th Anniversary Contest
Hmm, that is a nice looking texture, could also be remade into lava right? -
Now, show us some nice graphics Pat!
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Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward
Hipshot replied to fKd's topic in Quake 3 15th Anniversary Contest
Best view in games are when you can see an item really far below you, the feeling of real height.
