yes, already started on.
Search found 53 matches
- Mon Nov 11, 2013 7:48 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
- Sun Nov 10, 2013 10:35 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
lol all that work and thats all i get? I made a treepack and did the map in blender, along with shaders etc..Do You know how hard it is to get a sky, multiple shaders, 3ds models, normalmaped and lightmapped shaded all to play nice and cast and get shadows plus clipping the models? The shader file a...
- Sun Nov 10, 2013 12:54 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
I've finally shot the shaders talking, shadows being cast and taken, fixed sky, and new low poly spam plants. Note this is a fast vis only, the tree trunks will smooth out. The only light is from the sky, however if you put a light under a tree it will cast onto the ceiling. http://i.imgur.com/TBYRc...
- Sun Nov 03, 2013 2:25 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
ok another test...
compiles in 9 seconds.
Plants cast and get shadows.

also note the 120 fps :D:D
- Sun Nov 03, 2013 10:58 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Its a start. Need to reexport the trees - they were 25k faces and looked nice but it was overkill, and took hours on q3map. Also shader needs some tweaks, the leaves arent doing the alpha (i just used a basic shader) HOWEVER, nice sun shadows etc. Models are not set yet to cast shadows. However, the...
- Fri Oct 25, 2013 8:53 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Well...Finally got blender exporting correctly to the engine/radiant.
- Tue Oct 22, 2013 12:44 pm UTC
- Forum: Community Development
- Topic: Turret concept
- Replies: 6
- Views: 7140
Re: Turret concept
I apologize, sometimes I take things too personally.
- Tue Oct 22, 2013 11:59 am UTC
- Forum: Community Development
- Topic: Turret concept
- Replies: 6
- Views: 7140
Re: Turret concept
Its just some examples of things i've worked on, food for thought. The 'breeder' post was just an example of a working spider. It was a quick test to see if i can get md5 assets working inside the engine. Noone said this was gloom or that you had to use it. Scheesh! This is 'Community Creations', ri...
- Tue Oct 22, 2013 12:08 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Yup just another lost d3/q3/qf/etc map i was working on
The last sshot is a new reboot. The first 3 sshots are pure netradiant brushwork, with ase walkways, the transporter is also a model.
- Mon Oct 21, 2013 11:53 pm UTC
- Forum: Community Development
- Topic: Breeder concept
- Replies: 0
- Views: 3181
Breeder concept
This breeder is a test, fully animated walk/run/runleft/runrt/walkleft/walkrt/idle/attack/crouch etc... the model itself needs some tuning but its ready for md5
