Jump to content

Conrad Justin

Members
  • Posts

    82
  • Joined

  • Last visited

Everything posted by Conrad Justin

  1. Superb work of art! (I had no idea that quake maps can be that beautiful). Vegetation is a very good call, sky gives it amazing atmosphere, textures are flawless (I look up to those ornaments) and lighting is just perfect. Piece of hard work.
  2. There is no such thing as stupid questions Contest ends December the 3rd
  3. Texturing models (512x512 texture) And creating other textures. It seems my terrain vertex blending does not work in the editor (only one texture is displayed) What could go wrong?
  4. Looks very authentically, amazing attention to details!
  5. Red-top, orange-2nd floor green-1st floor blue-underground passage How to improve lighting on models? Can this be achived by sky shader?
  6. If I can then here it is: 1K textures on the rock models I also started reading shader tutorials. Q3ASE is amazing! I must admit that its much easier to learn when the community is helpful and there are plenty of high quality tutorials out there. What software would you recomend for skybox creation?
  7. Thanks! What are the texture size limitations? Can I use jpg/tga 1024x1024 textures?
  8. Good luck! Simplicity is a good principle.
  9. Isn't cgtextures.com free to use for the quake mapping? I strongly suggest checking it out!
  10. Okey, now comes the question: How to check which brush it is inside the editor? I can remove brush in the .map text file but I would prefer to know which one it is rather than to remove it blindly. Is that even possible? Edit1: Seriously whenever I remove "bugged brush" (that seems like totaly normal brush) it finds another errored brush: Entity 0, Brush 174: MAX_BUILD_SIDES Map file: https://dl.dropboxusercontent.com/u/90490112/reco-v1.map All right! I made it working: Looked into .map text file, scrolled down I saw the brush that had 400 lines at least I removed it (I suspect I removed half of the entire map at least) BSP builds now. Still something about brush degenerate plane appears. Edit: How can you guys work with this software, seriously?
  11. 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
  12. 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. 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
  13. I'm using .ASE with vertex paint on! Thanks in advance for helping me.
  14. Thanks, Cityy! So this works only to brushes? Damn. I allready made models.
  15. 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 184 q3map_baseShader textures/map_reco/grassblend qer_editorimage textures/map_reco/grassblend.tga { map textures/map_reco/mossy_ground.tga } { map textures/map_reco/mud.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO rgbGen 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?
  16. Hello! I also have done something in UDK! Do you have any links to screenshots you could share?! Good luck in the contest!
  17. 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? 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.
  18. 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)
  19. 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?
  20. nice curves! All patches I suppose? Or models?
  21. 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 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.
  22. 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?
  23. Week 2 progress: Trying to finish the layout in the middle and slowly moving to the outskirts.
  24. 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!
  25. 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)
×
×
  • Create New...