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Posts posted by Szico VII
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I use reference images for this one, mostly just google-ing Doom 3 pictures and running around the MP maps. I can draw but rarely do, usually see what I want in my head and just try make it work in reality. As for layout...I just work at it as I go along, trying to keep to basic ffa/ctf principles (roughly even, multiple routes, circular, vertical variation)
Then I just move my mouse a bit and a map appears. Seriously. It just appears quite slowly.....
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Seems like a major change of mind for Lucas. Seemed like he was totally against any sort of sequel trilogies.
Yeah, but now he doesn't have to take any responsibility for fan backlash, if it turns out to be shit.
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the new chair for you @@Szico VII...I am working on painting textures for it...but I may just jump back to using the stock since thats primarily what you've already got..
Looking swish. Any progress on the pc? ;D
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Dear god. Much as I love Disney..... :/
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One might say you have an 'affinity' for this map. Hehehe.
............
I'll be leaving now.
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It came with a tutorial you know
It's also on this site if you look.
http://jkhub.org/tut...oors-scripting/
For the entity layout just see the source files
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Thats only for SP ^^
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I'm never coming here again. :|
MUG likes this -
That map is basically a giant ideas-rip of 'pyramid of the magician' by simon sock o callaghan. Go check that out instead
Neither are really dagobah tho..
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Dont use that - always use q3map_sunExt (has MUCH better lighting results) ---> See examples HERE
q3map_sunExt red green blue intensity degrees elevation deviance samplesWorks like q3map_sun with the addition of two new parameters to create "light jittering" for penumbra (half-shadow) effects. This gives you much more realistic shadows from the sun, especially when trying to simulate a cloudy day or a wide sun. The penumbra effect can also be applied to entity lights (point, spot or sun) with the _deviance N (distance in world units for point/spot lights and degrees for suns) and _samples N (number of samples) key/value pairs.
deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.
samples : The number of random jitters distributed over the solid arc (~16).
CaptainChar likes this -
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The bit that worries me reading was about booting a new OS, or formatting and installing custom system software. Apparently thats gonna be locked down in some way!! (Esp on tablet versions)
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I could always spruce up Nightfall..If I had the time.
Or could use it as is.
Shusumi likes this -
My main main must-fix comment is to change that darn yavin stone wall texture (Which you've also used for floors and ceilings) because it repeats and repeats...and repeats
....and repeats
....and repeats.
MUG likes this -
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Browsing through a list online would be no easier or faster than browsing directly through the assets :/
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Just unzip assets1.pk3 and look through the textures folders :/
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A patch, a mod is not.
CaptainChar likes this -
The idea was to release a patch to the community which would let them use the replacement master-server
This is what I was speaking of... AND WAS TOLD I NEEDED A MOD. :/
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Uberweiss
therfiles likes this -
Can we not have it as an install file? As I dont code
'D
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Pretty sure info_null, info_notnull and target_position are all identical.
Theyre not - the main difference is that a target_position/info_notnull remains ingame as an entity after compile wheras info_null and the like are removed at compile time and simply serve to give the engine an exact set of co-ordinates. Go with info_null wherever you can to save entities.
MUG likes this -
I said "I've never been able to." And "I" still haven't
Moonbase Labs
in WIPs, Teasers & Releases
Posted
Doom 3 BFG - No co-op. Forget it
In other news. ITS THE END
And updates: