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Posted: Fri Mar 23, 2007 5:34 pm
by dnky
ah....good plan, along the same lines as the foghull, I hadn't thought of that.

Posted: Fri Mar 23, 2007 5:49 pm
by ALMighty
dnky wrote:ah....good plan, along the same lines as the foghull, I hadn't thought of that.
I have the same problem in my map. What is foghull, will it make it work?

Posted: Fri Mar 23, 2007 6:04 pm
by pjw
seremtan wrote:make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little
Yeah, that. :)
Or just have a nice greenish sky...

Posted: Fri Mar 23, 2007 6:56 pm
by seremtan
ALMighty wrote:
dnky wrote:ah....good plan, along the same lines as the foghull, I hadn't thought of that.
I have the same problem in my map. What is foghull, will it make it work?
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)

wviperw did a forest map with a foghull. here's the link:

http://wvw.planetquake.gamespy.com/maps/wvwq3dm7.html

Posted: Sat Mar 24, 2007 10:24 am
by dnky
Thanks seremtan, logical and neat solution:
Image

Posted: Sun Mar 25, 2007 4:53 am
by Silicone_Milk
lookin neat man.
I like the noir style a lot too :)

Im also happy to see a monochrome map :D I had suggested that as a MC map challenge theme but nothing really came of it.

Sky's lookin a lot better in that second shot.

Posted: Sun Mar 25, 2007 8:34 pm
by corsair
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.

Image Image Image

^^ two renders and an editor shot.

Posted: Mon Mar 26, 2007 3:49 am
by ALMighty
corsair, you should convert that to Q3Rally. Looks neat! :)

Posted: Mon Mar 26, 2007 4:58 pm
by corsair
thats a neat idea, I'll look into that, thankyou 8D

Posted: Mon Mar 26, 2007 5:07 pm
by FragaGeddon
ALMighty wrote:corsair, you should convert that to Q3Rally. Looks neat! :)
Does anybody actually play that mod?

Posted: Mon Mar 26, 2007 5:21 pm
by dnky
So far as level design is concerned, models are the future. Nice low poly model.

Posted: Mon Mar 26, 2007 5:26 pm
by ALMighty
FragaGeddon wrote:
ALMighty wrote:corsair, you should convert that to Q3Rally. Looks neat! :)
Does anybody actually play that mod?
Hehe, I guess it was a stupid idea.

Posted: Mon Mar 26, 2007 5:31 pm
by seremtan
ever played Quake Rally? what a pile of poo

Posted: Mon Mar 26, 2007 6:05 pm
by corsair
cant be THAT bad.. or is it..

Posted: Mon Mar 26, 2007 6:38 pm
by dichtfux
It is.

Posted: Mon Mar 26, 2007 6:41 pm
by ALMighty
I think Q3Rally had potential, but the maps really sucked.

QADEMZ beta shots and new map: Visor's Peak

Posted: Mon Mar 26, 2007 6:52 pm
by Moreigh
QADEMZ beta1.5:
I hope it's harder, better, faster, stronger. Qademz map topic
Image
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jump'n'trickin'... basic actions
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VISOR'S PEAK in alpha stage:

Image
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idea for jumppad peak - molten concrete, steam and smoke
Image

Posted: Tue Mar 27, 2007 11:26 am
by a13n
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. :shrug:
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.

Image

Posted: Thu Mar 29, 2007 11:07 am
by a13n
One of the maps I'm werking on for q3wduelctf mappack.
Image

Posted: Thu Mar 29, 2007 11:13 am
by Amphetamine
ALMighty wrote:I think Q3Rally had potential, but the maps really sucked.
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.

Posted: Thu Mar 29, 2007 5:56 pm
by ALMighty
Amphetamine wrote:
ALMighty wrote:I think Q3Rally had potential, but the maps really sucked.
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.
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.

Posted: Thu Mar 29, 2007 6:13 pm
by Amphetamine
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.

Posted: Fri Mar 30, 2007 1:20 am
by Silicone_Milk
hehe Amp. Might be a possibility sometime this year ;)
*hint*

Posted: Mon Apr 02, 2007 10:32 pm
by obsidian
[lvlshot]http://www.robotrenegade.com/temp/sunset.jpg[/lvlshot]

Posted: Tue Apr 03, 2007 1:32 am
by Silicone_Milk
What exactly is that Obsidian?
As in, what engine?