Search found 103 matches

by chris
Mon Sep 07, 2020 10:30 am UTC
Forum: Models
Topic: License statement
Replies: 3
Views: 3728

License statement

Hello friends, As you know I was absent for quite a while and also took a long break from any 3d graphic related stuff. I wanted to know how things progressed and read the news and will relicense my models,textures and sounds to CC-BY-SA 4.0 this includes the following: Unvanquished Turret Unvanquis...
by chris
Mon Feb 20, 2017 4:43 pm UTC
Forum: General Discussion
Topic: Random development shots
Replies: 28
Views: 46458

Re: Random development shots

I've made my own dretch for 3d printing
Image
Image

by chris
Sat Oct 08, 2016 8:13 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 27
Views: 48464

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: 27
Views: 48464

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: 27
Views: 48464

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: 28
Views: 46458

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: 17517

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=cu8GJzj ... be&t=5m28s

by chris
Tue Sep 13, 2016 8:51 pm UTC
Forum: Level Design
Topic: ODRadiant
Replies: 9
Views: 17517

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: 17517

Re: ODRadiant

Is their map format compatible with q3map2 ?

by chris
Thu Aug 04, 2016 2:00 pm UTC
Forum: Models
Topic: Lasgun
Replies: 52
Views: 22590

Re: Lasgun

Sounds cool, but what will be there then as assault rifle ?