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Plague-Angel

Members
  • Content Count

    24
  • Joined

  • Last visited

Clan

  • Current Clan
    "I give my allegiance to no one"

Profile Information

  • Gender
    Male
  • Location
    London
  • Interests
    Art, Design, Retro Games, Animal rescue, Fish keeping, Sci-Fi, DIY, Gardening, Black and Death Metal and cycling
  • Modding Interests
    Mapper
    Shaders
    Texture Artist
    General Modding
    Jack of all Trades
  • Gaming Specialty
    Capture the Flag
    FFA
  • Operating System
    Win 10

Recent Profile Visitors

262 profile views
  1. Thank you for your replies guys 🙂 Seems it was the game rather than the compile etc as changing the the r_lodcurveerror improved it 100%. discovered it's fine using a windowed mode of vanilla JA, only happened when using OpenJK full screen 1080 which the r_lod fixed. Thanks again guys, now I can make some decent screen shots 🙂
  2. Lovely sets to have, especially like the old school big old cardboard game box 🙂 Strange they used Lucas Film instead of Lucas Arts though... guessing it was some copyright issue. Are you opening the blister pack or keeping it "mint"?
  3. Hi guys, I'm having an issue with curves after compiling my map. When far away from them they appear very angular but when I get closer to them they smoothen out/become more rounded. I managed to overcome to issue ages ago but for the life of me I cant remember what I did to resolve it 🤔 I'm thinking it was something in the q3map settings.... I'm using Q3Map2GUI See below the issue I'm facing. Far away Close up
  4. Hey guys, Sorry for the lack of updates, not really had much time to devote to Mando's ill fated vessel of late but hopefully I'll have a bit more time now. Been working on the landing bay to house it. It's not meant to be bay 3-5 or any specific location just more of a generic Tatooine setting. Still needs a fair bit of work and detailing but the main structure is done 🙂
  5. Not force jumpable no, I've used an invisible lift (func_plat) to get you up there. Thanks but I think I'm far to late to enter that contest!! I haven't given up on this I promise! Just had a lot on at home mapping my house in the real world with mdf, plywood, plaster board and decorators ""caulk" will get back on this over the weekend:-)
  6. Coming along very well! This isn't a dig at all, the design/architecture of that ship is quite simple But it seems that is one of the hardest forms to pull off and you're doing a great job so far ? I don't know if you resolved your issue with the player being lit properly so I'm just wondering how you're compiling this map? I'm far from an expert in q3map but have found that some of the settings when it comes to rendering/compiling can have an effect on your dude...
  7. Not sure if this will work in other versions of Radiant (I'm using 1.6.6)... Make a basic func_door out of nodraw_solid just to fill the hole you want to close, deselect the door then bring your model in via misc_model, deselect that then select it again , select the nodraw door again and press CTRL K. You should get a blue line linking them and it's done ? Edit- Didn't realise nab had already told you how to do it sorry. I will say that sometimes I've come up with an error when doing this but manage to clear it by ungrouping and re targeting the model at the door.
  8. Started work on the cockpit today, been putting it off for a while now and after the last episode I feel like putting it off forever! ha ha
  9. Yep. Any 3d stuff outside of Radiant for me is like staring into hyperspace! I'll be making some of the smaller details out of larger brush works and then convert them to .ase's and downsize them
  10. Hi guys, Slight problem. I used to be able to goto tho console and put in r_dynamicglow 1 and get the light blooms/glow effect but now I can't get it to come on in both the GOG and Steam versions I have. Guessing this is a graphics card issue? Many thanks, J
  11. @AshuraDX Thank you for your offer of help though this isn't a model, its a map. Unless you meant that? I'm using a basic specular shader for it now but if you've got any tips on how to polish it up some more or a better shader that'd be great! I have been working on the textures/shader for the exterior but they still need a lot of work as there are a lot of smaller plates, greeblies on the hull but I'll add them as time goes on. And just for fun, I thought as this was based on the A10 I'd make a version that looked a little more A10 lik
  12. Just a small update really. Started working on the interior of the Crest. Just a basic fleshing out really, the chairs in the cockpit will be replaced with ones similar to the show and old Solo wont be in the block at the end. https://photos.app.goo.gl/9MwiT8Z2uYKtZRSEA https://photos.app.goo.gl/A6PKqDCAF25QFEL9A https://photos.app.goo.gl/UdPomCK4kw1ux1nf9 https://photos.app.goo.gl/VB6prmwos7Ev6SpG9
  13. Thank you for those! I watched bits of the ilm video a little while ago. Very cool that they still use real models and not just pure cg. I forgot the thing had those air brakes... Might be a cool little feature to add ?
  14. You're welcome. Also if you're looking for someone to test your map out I'd be more than willing to help with that ?
  15. Hey, I haven't got my reading brain on properly at the moment so I don't know if you've sorted it or it has been answered so sorry if this is redundant. About your players getting through doors... those player bounding boxes are annoying eh?! I've hit this problem a lot, even when it looks like two players side by side could fit through/under an open door! One thing you could try perhaps is to make the frame non solid through shaders or making them models and then just clip brush around them leaving the adequate room for your guy to get in. Hope that helps
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