Search found 40 matches

by chris
Mon Feb 20, 2017 4:43 pm UTC
Forum: General Discussion
Topic: Random development shots
Replies: 25
Views: 13222

Re: Random development shots

I've made my own dretch for 3d printing
Image
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by chris
Sat Oct 08, 2016 8:13 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 21
Views: 9343

Re: Why we need a real raytracer for lightmaps rendering

Yes, as Illwieckz just outlined, my point is that q3map2 reads .shader files to spawn lights in front of relevant surfaces. These lights are not in the .map file and not in the .bsp file either! Every face in the bsp file is attached to a shader/texture. A naming convention is everything you need t...
by chris
Sat Oct 08, 2016 1:22 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 21
Views: 9343

Re: Why we need a real raytracer for lightmaps rendering

No idea what you mean, but that is not needed for lightmaps. All you need is already saved in the final bsp except light position. (but I believe there is a flag to keep lights?). As mentioned earlier, please keep in mind that no serious map uses actual light entities as they have always produced r...
by chris
Thu Oct 06, 2016 6:13 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 21
Views: 9343

Re: Why we need a real raytracer for lightmaps rendering

Yes its definitely possible. I already rendered external lightmaps in giles and modo. However it takes ages until a scene converges with global illumination on. Especially with just cpu+unbiased renderer. UNV with modo lightmap GI+softshadows, iirc I stopped there after 20 min progressive rendering....
by chris
Wed Oct 05, 2016 3:00 pm UTC
Forum: General Discussion
Topic: Random development shots
Replies: 25
Views: 13222

Re: Random development shots

^ thx

created a smart material to texture all kind of rocks quickly and consistently for my map.
Image
by chris
Wed Sep 14, 2016 9:29 am UTC
Forum: Level Design
Topic: ODRadiant
Replies: 9
Views: 3968

Re: ODRadiant

Yes, inside radiant you can preview the models before you spawn them in the map, very handy https://www.youtube.com/watch?v=cu8GJzjjHnw&feature=youtu.be&t=5m28s
by chris
Tue Sep 13, 2016 8:51 pm UTC
Forum: Level Design
Topic: ODRadiant
Replies: 9
Views: 3968

Re: ODRadiant

I'm on windows but I haven't tried to compile a map yet. However I opened one of their maps with a text editor. They use the doom 3 map format basically, which is not a huge difference to q3 (but different enough to be not compatible with q3map2 natively, I guess ?). https://modwiki.xnet.fi/MAP_(fil...
by chris
Mon Sep 12, 2016 9:00 am UTC
Forum: Level Design
Topic: ODRadiant
Replies: 9
Views: 3968

Re: ODRadiant

Is their map format compatible with q3map2 ?
by chris
Fri Jul 22, 2016 4:13 pm UTC
Forum: Map Releases
Topic: USS Tremor
Replies: 9
Views: 5005

Re: USS Tremor

Image
by chris
Thu Apr 14, 2016 9:21 am UTC
Forum: General Discussion
Topic: Random development shots
Replies: 25
Views: 13222

Re: Random development shots

lasgun textures
Image

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