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by Viech
Sun Feb 05, 2017 1:39 pm UTC
Forum: Map Releases
Topic: Fortification
Replies: 17
Views: 15798

Re: Fortification

I love the layout of this one! :thumbup:

Pipe shafts could use a little more detail, like actual pipes in front of the texture.
by Viech
Fri Jan 20, 2017 4:37 pm UTC
Forum: Map Releases
Topic: Cosmic Tactical Combat Simulator
Replies: 7
Views: 8983

Re: Cosmic Tactical Combat Simulator

Uh, I nearly forgot about UTCS. Screenshot looking good, need to acquire some time to test it. Making good use of the new texture packages it seems? :smile:
by Viech
Thu Dec 22, 2016 2:59 pm UTC
Forum: Map Releases
Topic: Freeway
Replies: 6
Views: 9209

Re: Freeway

Had a quick look, has a really nice atmosphere already! Reminds me of JK2's Nar Shaddaa quite a bit. I noticed some spaces where the floor wasn't lit properly. The floor should always be lit in some way for less eyestrain and better gameplay. Radiant doesn't start for me right now, so I can't check,...
by Viech
Fri Dec 09, 2016 6:44 am UTC
Forum: General Discussion
Topic: Please don't die
Replies: 33
Views: 44336

Re: Please don't die

90% alive, 10% caffeine-induced zombie state. The most productive state!
by Viech
Sun Nov 06, 2016 11:14 am UTC
Forum: Community Development
Topic: Accept more bot and pk3 map
Replies: 6
Views: 8032

Re: Accept more bot and pk3 map

These are the bare minimum. Usually you want to give teams more buildables to start with than just the spawn points. Look at other maps to get an impression of a good starting base.
by Viech
Sat Nov 05, 2016 8:54 pm UTC
Forum: Community Development
Topic: Accept more bot and pk3 map
Replies: 6
Views: 8032

Re: Accept more bot and pk3 map

You need to place at least one Telenode (human spawn) and Egg (alien spawn) in the map.
by Viech
Sat Nov 05, 2016 11:00 am UTC
Forum: Community Development
Topic: Accept more bot and pk3 map
Replies: 6
Views: 8032

Re: Accept more bot and pk3 map

For your second question, you can port over any Quake map but it won't work automatically by using the original pk3. You'd need to know a bit about mapping to do this.
by Viech
Sat Oct 08, 2016 4:47 pm UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 26
Views: 29904

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! These q3map2-spawned lights are those that are generally used while light entities are mostly used by une...
by Viech
Sat Oct 08, 2016 10:34 am UTC
Forum: Level Design
Topic: Why we need a real raytracer for lightmaps rendering
Replies: 26
Views: 29904

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...

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