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Daniel Nilsson

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Everything posted by Daniel Nilsson

  1. Thanks that did the trick! Except for the weird shadow spots, I had them before at another place, also with the fog. I think those disappeared when I was deleting some brush and remade an area... So don't have anything specific to go on but will try to find it.
  2. I have a bit different look on the hellfog throughout the level (not intentionally) and I don't know what causes it. Does anyone have an idea? At places it's almost opaque and others it gives out a bit spotty light. I would like it to look like the one to the left. The depth of it is the same on all the places.
  3. I wanted some control over where the sun shone so I took an spotlight and added the _sun 1 key to it and it seems to work good. But i think the the brushes textured w/ sky material still emits light so i get two different shadows from the sun. Is it possible to disable the sun from the material or have the new sun overridde it? Or do I need to create a new sky shader?
  4. Felt like I had to little things going on in the ceiling of the center / Quad Room so started working on it. Will add more to walls and maybe some form of hanging lights.
  5. I may rent a server this week after fixing the lighting some more and look if people come in to play and if I will recieve feedback on doing so. If someone done it before I would love to here if there's things I should look up. I was looking at this https://www.gameservers.com/game_servers/quake-3-server.php
  6. It's been a while since the last update, have been out of town a bit but now I'm back! At the moment I would say it plays better then it looks but I'm hoping to balance that out the last three weeks (by making it prettier not making the gameplay worse) Will focus on texturing, adding trims and details and lighting. Will also see what I can do to make the hellfog look better besides lights. the video got a bit darker then ideal... Took some screens with the cmds /noclip /cg_draw2D 0 /cg_draw_gun 0
  7. It depends. If it's just a part of the map maybe it's enough to walk and jump around. For the whole map you should probably play it a bit with bots, see if there's something you want to change and then do it again with real players. Ideally spectate while others play, if you also play your self you might not see how others play it.
  8. Nevermind the following rambling, I've solved it! From one problem to another Suddenly I can't compile AAS anymore... I tried to remove the old .aas but I don't get a new one when compiling. Tried a clean install of gtk, and tried to select the whole map and then invert selection and delete. But that doesn't do it. It doesn't complain on anything when compiling bsp but the bspc.log contains this: "Entity 0, Brush 1808: duplicate plane" after aas compile. Is there a way to select a brush by name? [Edit] Found the find brush by number feature: It says "no such brush"... :/ Here's the full bspc.log http://pastebin.com/KugEUAKf Edit 2: Here's the junk.txt http://pastebin.com/EUeZTuTd Edit 3: Panic is over! I knew one of the last things I did before the problem surfaced was to add some player clip brushes and some other things, so I've started deleting them without mercy and luckily one of them seemed to be the villain!
  9. Does anyone have any good advice on increasing the visibility of the player models? I'm going with the standard gothic theme and I feel like the player models have the tendency to bleed into the environment. So I've started to increase the lightning more and more, but was wondering if there's more I can do? I know I can force player models to be bright green as in Quake live but I want it to be good in standard config as well.
  10. When on the subject, I'm guessing it's like 23:59 on the 3:d but in what time zone? Or are we in our individual time zones?
  11. I think It needs to be planted directly on the ground to show up or if in air check the suspended box in the entety view.
  12. I use fraps to record from the demo later. I get some weird lag while playing with fraps running but that doesn't effect the demo though.
  13. Here comes the promised update! Here's some footage of me running around checking out the level then there's a short clip of deathmatch between Grillet, Mawnsson and me (sorry Hipshot forgot to a ask you ). Some areas start to take form while others is still quite "alpha". From the playtest I mostly learnt places I should add player clip to and some minor tweaks, take away some hiding spots (a spot behind a teleport for instance), make it a bit brighter. Before I was afraid that it was too small and that you could get around too quick, but for three players it didn't feel too small at all, I think 4-6 would be ideal but even 7-8 could work.
  14. [solved I think...] Hi! I was wondering if anybody has some experience with recording demos w/ Quake 3? I recorded some while playtesting but it's really laggy on playback. I tried to play the demo in Wolfcam and there it's smooth but on the other hand some effects are missing and somethings looks diffrent, ugly lightning gun shaft etc. After some research I got the blood and gibs to show up though. For the moment it's okey and I'll go with the wolfcam look, but I'm still wondering if someone knows some way to get smooth playback in Q3? Edit: Lol seconds after I post I see the command g_synchronousClients 1, and it seems like it records demos smoothly w/ it.
  15. Just a mini-Update on the top-down, expect a bigger update tomorrow, maybe a video...
  16. I think you can fix the degenerate planes with "clean up brushes" look under Plug ins.
  17. Would love to play some tomorrow, but bound to forget it. could you text me when it's on Stefan?
  18. Had a playtest with Grillet and another friend and I think it played quite well! Biggest fault was that it was a bit too dark. Other things I'll change to next time: Will try to switch out the plasma to a Quad, making the room it was in more of a central room, also make some adjustments to that room. Adjust a teleporter a bit. Add some doors at appropriate places. Changes to one of the stairs. But mostly more light! Will record a demo next playtest and upload a clip!
  19. Uploaded a little clip of me jumping around the level like a fool, will do some more item placement and then force some friends to do a playtest Have not settled on style and texturing yet, think I'll go with some basic Gothic themed and try to make it look like a stock Q3 level. Will probably start worrying about looks next week.
  20. Silly side note. I have a little habit of naming levels after the music I listen to at the time of naming it. For example the UE4 white box challenge level was called New Damage after a Soundgarden song and before that I've also made a map called Rusty Cage (also Soundgarden). This time I listened to the excellent Forever Changes record by Love, but I thought that Eternity sounded more Quake/Lovecraftian
  21. Just finished with the basic layout, of course still subject to change. Next step now is to fix somethings I already spotted, add weapons/ items and then arrange a little playtest. I haven't focused at all on looks yet, that will come at a later stage.
  22. Aren't those guys also from Poland? What's up all this hatred coming from Poland, can't we all just come along? On a more serious note, some really nice looking stuff! Too bad Come Midnight was cancelled never heard about it before but looks awesome!
  23. Don't think you'll need to throw out the whole the whole layout. Maybe you could tear it apart a bit, then patch it up and then adjust it to your liking and interconnect a bit more. Or maybe it's just my way to go from square rooms to "quakeish"
  24. One thing I would love to be added to the guide is how to playtest it. If I get a group of friends together do I need to rent a server (and how do I get it up and running on server?) or can they direct connect to me? Edit: Okey just found Hamachi, will probaly workout the rest from here
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