Search found 103 matches
- Mon Sep 07, 2020 10:30 am UTC
- Forum: Models
- Topic: License statement
- Replies: 3
- Views: 10026
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...
- Mon Feb 20, 2017 4:43 pm UTC
- Forum: General Discussion
- Topic: Random development shots
- Replies: 28
- Views: 51385
Re: Random development shots
I've made my own dretch for 3d printing
- Sat Oct 08, 2016 8:13 pm UTC
- Forum: Level Design
- Topic: Why we need a real raytracer for lightmaps rendering
- Replies: 27
- Views: 64008
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...
- Sat Oct 08, 2016 1:22 pm UTC
- Forum: Level Design
- Topic: Why we need a real raytracer for lightmaps rendering
- Replies: 27
- Views: 64008
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...
- Thu Oct 06, 2016 6:13 pm UTC
- Forum: Level Design
- Topic: Why we need a real raytracer for lightmaps rendering
- Replies: 27
- Views: 64008
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....
- Wed Oct 05, 2016 3:00 pm UTC
- Forum: General Discussion
- Topic: Random development shots
- Replies: 28
- Views: 51385
Re: Random development shots
^ thx
created a smart material to texture all kind of rocks quickly and consistently for my map.
- Wed Sep 14, 2016 9:29 am UTC
- Forum: Level Design
- Topic: ODRadiant
- Replies: 9
- Views: 20544
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
- Tue Sep 13, 2016 8:51 pm UTC
- Forum: Level Design
- Topic: ODRadiant
- Replies: 9
- Views: 20544
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...
- Mon Sep 12, 2016 9:00 am UTC
- Forum: Level Design
- Topic: ODRadiant
- Replies: 9
- Views: 20544
Re: ODRadiant
Is their map format compatible with q3map2 ?
Re: Lasgun
Sounds cool, but what will be there then as assault rifle ?