Screenshots
a foghull is just a normal cubemapped sky, only all the faces are monochrome (generally the same colour as the fog you want to use)ALMighty wrote:I have the same problem in my map. What is foghull, will it make it work?dnky wrote:ah....good plan, along the same lines as the foghull, I hadn't thought of that.
wviperw did a forest map with a foghull. here's the link:
http://wvw.planetquake.gamespy.com/maps/wvwq3dm7.html
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I have been modeling for an application process for a school I'll hopefuly start attending after the next summer.
The request was to write an application, a resume, and to model a car with 1000 triangles at most accompanied with a texture map limited to 1024x1024 in size.
^^ two renders and an editor shot.
The request was to write an application, a resume, and to model a car with 1000 triangles at most accompanied with a texture map limited to 1024x1024 in size.
^^ two renders and an editor shot.
Last edited by corsair on Mon Mar 26, 2007 5:01 pm, edited 1 time in total.
- FragaGeddon
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- Joined: Sun Sep 17, 2000 7:00 am
QADEMZ beta shots and new map: Visor's Peak
QADEMZ beta1.5:
I hope it's harder, better, faster, stronger. Qademz map topic
jump'n'trickin'... basic actions
VISOR'S PEAK in alpha stage:
idea for jumppad peak - molten concrete, steam and smoke
I hope it's harder, better, faster, stronger. Qademz map topic
jump'n'trickin'... basic actions
VISOR'S PEAK in alpha stage:
idea for jumppad peak - molten concrete, steam and smoke
Last edited by Moreigh on Tue Mar 27, 2007 2:12 pm, edited 1 time in total.
Just ripped useful grid switching feature from tempest and applied to gmax. :icon26:
It's quite a shame that parent 3dxmax does not support this feature till version 8.
We can still use a grid object for this purpose, though.
But it means there always an unnecessary object floating around, which is a bit of an annoyance.
It's quite a shame that parent 3dxmax does not support this feature till version 8.
We can still use a grid object for this purpose, though.
But it means there always an unnecessary object floating around, which is a bit of an annoyance.
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Hey, your map was probably the best one. Sorry, I think I exaggerated. I always thought the gameplay was bad, but maybe it was more because of bad psysics and not badly designed maps.Amphetamine wrote:Hey! I did one of the maps for Q3Rally! Although that map was not great in the looks department compared to what I'm doing now.ALMighty wrote:I think Q3Rally had potential, but the maps really sucked.
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I know that they had to make a lot of compromises with regard to physics because of engine limitations and average pc specs at the time. I remember there being a lot of issues with client prediction with 3+ opponents causing amazing slowdowns on average spec PC's at the v1 release.
TBH I'd like to see a new racing game based on Q3. With much higher machine speeds and the Q3 source availalbe there wouldn't have to be the workarounds and compromises that Q3R unfortunately suffered from. In terms of mapping there's a lot more that could be done now, given dotproduct terrain, projected decals, _skybox, lightmapped models, etc which just wern't around when Q3R was new.
TBH I'd like to see a new racing game based on Q3. With much higher machine speeds and the Q3 source availalbe there wouldn't have to be the workarounds and compromises that Q3R unfortunately suffered from. In terms of mapping there's a lot more that could be done now, given dotproduct terrain, projected decals, _skybox, lightmapped models, etc which just wern't around when Q3R was new.
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[lvlshot]http://www.robotrenegade.com/temp/sunset.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:05 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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