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Unamed by g0th


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Posted

Yeah that was my first thought but we'll see, playing around with some ideas, trying to come up with something that is reasonable to do without taking to much time to pull it off.  

Posted

Nice to see so many familiar nicknames from the old mapping days in this contest :D looking forward to what you're doing with this. Quake3 could really benefit from some more open maps.

Posted

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?

Posted

hmm no idea how wide they are, but you can jump over to the other walkway if you have high speed. 

 

Scaling is one of the issues for sure. I scaled the model up and down several times to get it right ingame. I think it works as it is now.

 

Got a lot of time during the weekend so now so hopefully I can post something that is looking decently ingame soon.

Posted

Just adding more textures and figuring out what kind of setting I want to use. 

And also run into some problems with backsided shaders for alphas perhaps someone knows what causes the problem? 

my shader is 

 

textures/g0thdm4/Vegetation01
{
qer_editorimage textures/g0thdm4/Vegetation.tga
q3map_cloneShader textures/g0thdm4/Vegetation_back
 
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm alphashadow
qer_alphafunc greater 0.5
 
{
map textures/g0thdm4/Vegetation.tga
blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
 
}
{
map textures/g0thdm4/Vegetation.tga
alphaFunc GE128
rgbGen vertex
depthWrite
}
 
textures/g0thdm4/Vegetation_back
{
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
{
map textures/g0thdm4/Vegetation.tga
rgbGen const ( 0.225 0.225 0.225 )
alphaFunc GE128
}
}

 

here's my current progress 

post-31780-0-11246200-1416162229_thumb.j

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