g0th Posted November 10, 2014 Report Posted November 10, 2014 A bit late to the party. Just doing some blockouts: Hipshot, Sprony and esspho 3
g0th Posted November 11, 2014 Author Report Posted November 11, 2014 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.
BJA Posted November 12, 2014 Report Posted November 12, 2014 Nice to see so many familiar nicknames from the old mapping days in this contest looking forward to what you're doing with this. Quake3 could really benefit from some more open maps.
g0th Posted November 12, 2014 Author Report Posted November 12, 2014 Yeah Totally agree, one of the great things about this community. We'll see about the openness currently blocking out another castle in the middle of it no matter how I start I always end up with a castle Hipshot, phantazm11 and Sprony 3
Conrad Justin Posted November 12, 2014 Report Posted November 12, 2014 Hello! Good luck! Yes indeed: The community is superb. This is my very first time with Quake and I would be limping and left far behind but for the great community support!
phantazm11 Posted November 12, 2014 Report Posted November 12, 2014 Castles are great! Can't wait to see your map g0th! I' m glad you decided to enter
g0th Posted November 13, 2014 Author Report Posted November 13, 2014 Some progress on the blockout, it's slowly getting into shape.
Hipshot Posted November 14, 2014 Report Posted November 14, 2014 You're gonna model the entire level?
Hipshot Posted November 14, 2014 Report Posted November 14, 2014 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?
g0th Posted November 14, 2014 Author Report Posted November 14, 2014 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.
g0th Posted November 15, 2014 Author Report Posted November 15, 2014 The general blockout is pretty much done. Flipout, Sprony and phantazm11 3
Hipshot Posted November 15, 2014 Report Posted November 15, 2014 Nice! You probably wanna go for a more hires sky though =)
g0th Posted November 16, 2014 Author Report Posted November 16, 2014 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
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