Search found 56 matches
- Fri Dec 20, 2013 12:50 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
I humbly admit i have been doing my normal/specs wrong. I humbly admit gimp is not a total solution. Thank you IRC. Trees are now normal/spec'd and no more sparklies. Yes, I know specmaps need tweaking, but its working now. Also one tree trunk is broken, its currently under repair. http://i.imgur.co...
- Thu Dec 19, 2013 5:38 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
The black spots and artifacts are due to fast vis as noted in the first post. A proper vis makes those go away. Of course the red will be gone eventually, its just a placeholder. However dont expect magic, it will probably end up some sort of shiny metal. I'll try to keep it at a minimum. Moonrock/r...
- Thu Dec 19, 2013 12:23 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
Finished up some models and textures...getting back to mapping. I know they arent perfect but I am only so good. (we need a good texture guy). This is a simple fast vis. InstaRedPlastic (tm) (c) :D Seals up moonbase airleaks and burns your eyes! 19.95$ a container. http://i.imgur.com/BWlYhLj.png htt...
- Sat Dec 14, 2013 6:12 pm UTC
- Forum: Ideas & Suggestions
- Topic: Renderer Observations
- Replies: 3
- Views: 4393
Re: Renderer Observations
expand it and try recompiling it.
- Fri Dec 13, 2013 10:17 pm UTC
- Forum: Community Development
- Topic: XMAS gift from team reaction.
- Replies: 1
- Views: 4592
XMAS gift from team reaction.
delete me.
- Thu Dec 12, 2013 7:38 pm UTC
- Forum: Community Development
- Topic: Improved Tremulous Particle Effects [Beta]
- Replies: 1
- Views: 3944
Re: Improved Tremulous Particle Effects [Beta]
VERY NICE! I've been doing tons of shaders for moonbase, but ill definitly be taking a lesson from your work, professor. I've been messing with lightstyles but its a but buggy between different engines... Amazing work. I'm nearly speechless. Do the weapons cast light onto the textures as they go alo...
- Wed Dec 11, 2013 8:56 am UTC
- Forum: Ideas & Suggestions
- Topic: Renderer Observations
- Replies: 3
- Views: 4393
Renderer Observations
So i started some styled light tests that work in other engines - here are some results. First of all the links (and there are few) that i have been working from about light styles. Listed from most usefull to least. http://q3map2.robotrenegade.com/docs/shader_manual/lightstyles.html http://forums.w...
- Sat Dec 07, 2013 5:45 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
Thank you, and Thanks to the supportive irc community. I can continue on geometry now.
The problem was related to too many large tga's and lightmaps. Converting all to png and altering lightmapsize got it working, thanks for the working suggestions and your patience when i was quite fustrated.
- Thu Dec 05, 2013 2:24 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
Lets see how many trees it takes to drown the fps..
- Thu Dec 05, 2013 12:03 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 77562
Re: moonbase map concept
Thank you for proper criticism. Those comments are something i can work with. For the rest of you take a lession, screaming "IT SUCKS" or the equivilant, smart ass comments, etc, at me doesnt help. As far as fps goes, the terrain has been redone for low poly, along with the models. The sma...