q3Temple1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

q3Temple1

Post by InsaneKid »

Long time ago ...
a q3-pal of mine asked me to make one of his favorite maps
from the N64´s "GoldenEye" for Quake3.
And i was tryin with some screenshots and dark videos
and a map of the map! <:
to rebuild it twice as big and in Doom3-style!
but some parts didnt fit as i wanted them too ...(tryin again and again)
and i started other maps and stuff.

But then i saw Jefe´s UT2004-version in a vid (and the same day my pal sent me the same link :D),
and the fire about the map was relightened! <:
So, here is THE GOLDEN TEMPLE
in 2 versions:

q3temple1 (normal size)
Image

and q3temple1b (double size)
Image

DOWNLOAD:
>>> http://www.filefront.com/14445717/q3temple1-Test.pk3
Reward urself: Do GOOD!
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MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Re: q3Temple1

Post by MKJ »

a torch that close to a banner is just asking for trouble
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: q3Temple1

Post by Hipshot »

Seems the banner eat it - in pic 2.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: q3Temple1

Post by v1l3 »

there's a missing texture..
_______________________________________________________________________________
trying textures/sfx/metaltech12darkfinal_bounce.TGA...

WARNING: R_FindImageFile could not find'textures/sfx/metaltech12darkfinal_bounce.tga' in shader'textures/sfx/metaltech12darkfinal_bounce2'

Shader textures/sfx/metaltech12darkfinal_bounce2 has a stage with no image
_______________________________________________________________________________


...and I know you like your maps dark, but this is way too dark. I had to put r_gamma "1.4" to find my way around, and when I do that, everything looks over bright(shitty). Past that comment though, it's a very cool map.
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: q3Temple1

Post by InsaneKid »

i wanted to use the fog to light the map! <:
and i use gamma 1.5 :toothy:
Reward urself: Do GOOD!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: q3Temple1

Post by obsidian »

InsaneKid wrote:i use gamma 1.5 :toothy:
Are you trying to get a tan? :eek:
[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]
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Re: q3Temple1

Post by v1l3 »

ah well.. the biggest problem with that, is that if someone sets r_fullscreen "0" it'll be straight black. You can't adjust r_gamma when it isn't fullscreen...and plenty of people play that way..so..it's up to U
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