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Tempust85

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Posts posted by Tempust85

  1. So we can do up the maps with lightmaps for now, and just add the new lighting later on? I like it. Extra work, but not wasted work. Good to have these things since we're not using GL1 at all.

     

    Btw I've added parallax mapping to the setup menus, with the option to choose relief mapping. Both makes things slow on my PC, but it sure does make 07yun look nice.

     

     

    @@AshuraDX, leave the lighting to me. I have an idea on how to make it better. You're needed to make awesome models & textures. :P

  2. Yeah, that's not what it should look like lol. :P

     

    From what I understand, we won't need to do the weird floating lights once SomaZ is finished with the lighting stuff because of light bouncing off surfaces. Could be wrong though. I'll look into trying to do something to fix it for now, though.

  3. Updated:

     

    - opendf2_sp.x86.exe

    - rdsp-GL2_x86.dll

    - df2gamex86.dll

    - DF2_assets.pk3

     

     

    Changes:

     

    - added parallax mapping to setup menus

    - removed light flares from setup menus

    - removed cubemap size from setup menus

  4. I find radiant 1.5 has a much better UI.

     

    1. Go to Build>>>Customize....
    2. Scroll to the bottom of Build menu where there's a blank line, and input the name.
    3. Then, input each line after that in Commandline
    4. Click OK

     

     

    Upload your edited .map file, and I'll see what's going on.

  5. Not sure what difference the model will have over the brushwork. The edges are still ultra sharp, same as the brushwork.

     

    Anyhow, add this to your radiant build menu, the first line is the name, the rest is the actual compile commands:

    Q3Map2: (final) BSP -meta, VIS -saveprt, LIGHT -fast -patchshadows - shade -deluxe -bounce 8 -v
    
    [bsp] -meta "[MapFile]"
    [vis] -saveprt "[MapFile]"
    [light] -fast -patchshadows -shade -deluxe -bounce 8 -v "[MapFile]"
    
  6. that's good to know.

     

    I'll probably dig up Radiant then and give mapping another shot.

    I may aswell replace some of the wall sections with ASE meshes and reduce the need for parallax mappin that way.

    Just need to make sure you don't replace anything that's structural, or the map will leak and not compile.

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