Search found 687 matches

by illwieckz
Fri Jan 20, 2017 8:07 pm UTC
Forum: Map Releases
Topic: Cosmic Tactical Combat Simulator
Replies: 7
Views: 19879

Re: Cosmic Tactical Combat Simulator

Matth wrote:

@illwieckz: Thank you!
I didn't know that. I will convert the original .tga lightmaps to webp then :thumbup: .
Can i inlcude your navMeshes in the next release of CTCS?

Yes of course, but if you change the layout you must remake them… You can use daemonmap to generate navmeshes from bsp.

by illwieckz
Fri Jan 20, 2017 1:12 am UTC
Forum: Map Releases
Topic: Cosmic Tactical Combat Simulator
Replies: 7
Views: 19879

Re: Cosmic Tactical Combat Simulator

Hi Math, it's a nice map ! My server is already hosting it and the map is callvotable, I put it in the rotation map. :wink: This is a mirror . :cool: I added a navmesh sidecar for bot navigation keeping the original pk3 untouched. :bsuit: I've seen you compressed lightmaps in jpg, do you know you ca...
by illwieckz
Thu Dec 22, 2016 6:00 am UTC
Forum: Map Releases
Topic: Freeway
Replies: 6
Views: 23976

Re: Freeway

Awesome ! :bsuit: :bsuit: :bsuit: :bsuit: :bsuit: :bsuit: This is a mirror: gg.illwieckz.net/…/map-freeway_1.0.pk3 That is a crunched version with minimap and navmeshes, autodownloadable while playing on gg.illwieckz.net server (callvotable and in rotation list): gg.illwieckz.net/…/map-freeway_1.0+0...
by illwieckz
Tue Oct 18, 2016 2:33 am UTC
Forum: Models
Topic: Dragoon
Replies: 83
Views: 223067

Re: Dragoon

F34r th4t g00n 111!!
Image

by illwieckz
Tue Oct 11, 2016 9:17 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 58262

Re: Why we need a real raytracer for lightmaps rendering

That is a map to bsp (q3map2) to ase (q3map2) to 3ds (assimp) rendered in blender/cycles. without textures: http://dl.illwieckz.net/b/unvanquished/shots/experiments/blender-obj/20161010-005030-000.blender-cycles-metro-3ds.png with textures: http://dl.illwieckz.net/b/unvanquished/shots/experiments/bl...
by illwieckz
Mon Oct 10, 2016 10:00 pm UTC
Forum: Assets & Artwork
Topic: The effort to track all unvanquished assets in repositories
Replies: 17
Views: 19101

Re: The effort to track all unvanquished assets in repositories

I want mappers being able to build against original files, not against converted one. This way it avoids all the format issues in the edition chain (netradiant), in the buildchain (q3map2) or specific bugs due to specific format (like shadowcasting issues with crunched textures). Uncommon compressio...
by illwieckz
Sun Oct 09, 2016 3:42 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 58262

Re: Why we need a real raytracer for lightmaps rendering

I wrote an issue on netradiant's issue tracker: #79: Exporting patch meshes (curved meshes) on -convert stage . As the title says, it's about getting the whole map model converted. Textures and lighting issues can wait if we don't have a complete model export. Every face in the bsp file is attached ...
by illwieckz
Sun Oct 09, 2016 2:44 pm UTC
Forum: Assets & Artwork
Topic: The effort to track all unvanquished assets in repositories
Replies: 17
Views: 19101

Re: The effort to track all unvanquished assets in repositories

I do triple check: naming check (listing both package file list and comparing) content check (using dupeguru PE for textures) in-game check (checking daemon log for issues and playing a standard game) An extra check must be done: compiling maps against the packages, but a good idea would be to make ...
by illwieckz
Sun Oct 09, 2016 3:43 am UTC
Forum: Assets & Artwork
Topic: The effort to track all unvanquished assets in repositories
Replies: 17
Views: 19101

Re: The effort to track all unvanquished assets in repositories

Viech sent me his texture build environment, all the tex- repos are now done. When possible, I made repositories with history (importing original files then applying changes to get what we currently have). I have to double check them (comparing what they produces with what we produced before). After...
by illwieckz
Sun Oct 09, 2016 1:10 am UTC
Forum: Troubleshooting
Topic: Help Setting Up Dedicated Server Please?
Replies: 18
Views: 34463

Re: Help Setting Up Dedicated Server Please?

I'm from Europe, so it explains the high ping, but in the past I connected to aussie servers or US servers and it was not comfortable but better. So your problem is not all because of the high ping, it must be uncomfortable to me but playable. Oh, the game disconnected right now just because of time...