jameswilddev2
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Real Name
James Wild
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Software Developer
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Daniel Nilsson reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman
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Sprony reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
To recap following my absence: I did about half a day's work, lost it, then didn't feel like doing anything at all for the following week. But I return... -
Thurnip reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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Neve reacted to a post in a topic:
A guide to making Quake 3 maps
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A guide to making Quake 3 maps
jameswilddev2 replied to Sprony's topic in Quake 3 15th Anniversary Contest
That might be normal... I recall a lot of skies from EF being like that at least; the environment mapping stuff in the shader isn't supported by the editor, and no fallback texture has been provided. -
jameswilddev2 reacted to a post in a topic:
Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward
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Infected by Christoph "1nfern0" Grafl
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Out of the Box by Kaffeewunder
jameswilddev2 replied to kaffeewunder's topic in Quake 3 15th Anniversary Contest
That's very neat, I had no idea it existed, thanks! -
Out of the Box by Kaffeewunder
jameswilddev2 replied to kaffeewunder's topic in Quake 3 15th Anniversary Contest
This looks normal mapped, or maybe custom textures to fit the lights. How'd you do it? Looks good. -
jameswilddev2 reacted to a post in a topic:
"Carnage grounds" by Roman "Z(Rus)" Saraev
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Sprony reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
Working on the high poly of the "underpass" which runs under the diagonal corridor. In the background the eastern wing is visible. Also started thinking about how to build the background. Quake 3's skybox system is quite easy to produce textures for with Blender's camera system, but given some parts of the backdrop come quite close to the player and the sky cube has no depth, I'm going to have to include some parts of the backdrop as models. Began experimenting with sculpting the cliff the base sits on. I have only limited experience with sculpting and that is getting on for two years ago. I think the material is what is holding this back more than anything though. Will have to see how it bakes tomorrow. -
Endurance By Greg "Flipout" Ward
jameswilddev2 replied to Flipout's topic in Quake 3 15th Anniversary Contest
As someone working on a map built entirely from models, what kind of problems should I be looking out for? I imagine stock Quake 3 might not be very well optimised for this kind of map as meshes were used more for details and not for structural stuff; given the mesh gets baked into the map precomputed visibility might be done but I doubt it. Lightmapping might be tricky I guess; I recall having to make separate UV sets in UE3, but I'm showing my meshes fullbright. -
Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
Is that better? It was showing up before as a thumbnail here; not sure if that was a browser thing. They were showing up as links on my phone. -
Sprony reacted to a post in a topic:
[unnamed] by WhiteDevil
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GTKRadiant has a 4-viewport mode; go to Edit->Preferences->Interface->Layout and it's one of the four layouts selectable along the top.
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DM-Reco by Conrad "Justin" Slawinski
jameswilddev2 replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
That's a good question actually - my entire map is being done as big static room-sized mesh chunks. At present, I'm exporting them in such a way that there's a big pile of meshes around 0, 0, 0, but the content of those meshes is usually about 2000 units away. If I understand from what I've been reading, misc_model is compiled into the map itself. I suspect, but cannot yet confirm, that this means the transform is baked into the mesh and the pivot point is lost completely. -
Sprony reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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Takkie reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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Takkie reacted to a post in a topic:
Machinatrium by James Wild (jameswilddev2)
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DM-Reco by Conrad "Justin" Slawinski
jameswilddev2 replied to Conrad Justin's topic in Quake 3 15th Anniversary Contest
I'm liking the planks; most Quake maps are very regular and lean heavily on patterns in their geometry. Is that BSP? How is it to run on? Also, is that some bloom? Is that something stock Q3 can do? I recall Jedi Knight having bloom but I thought that was a custom extension. -
Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
You were 100% correct on it being a bit big Sprony. I like the height for how it plays but will bring some of the details closer to the floor (I'm partway up a jump here) -
Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
Baked to low-poly geometry. This is a relatively quick test bake with only 25 iterations; final render will be 150 at double the resolution. -
Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
It doesn't look like much progress but it's the fourth rebuild of the room. Beginning to learn the performance characteristics and limitations of Blender's Cycles engine. I'll be showing a test bake soon. -
Machinatrium by James Wild (jameswilddev2)
jameswilddev2 replied to jameswilddev2's topic in Quake 3 15th Anniversary Contest
Hmm. It's not been going well. I've been at work this week so I haven't had a lot of time to put into this, but it seems the approach I was taking does not scale well; with only one room done, a bake takes a few hundred megabytes short of all of my RAM, and far too long to bake to be practical. I might need to make stylistic adjustments...
