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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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You Can Do That Actually 
Shift+arrow moves the texture unit by unit to desired direction. Works best on single faces. Rotate with 1 or 0.5 degree increments and then adjust the texture. Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate (If you need scaling, that is). 
Forgot 
You can also use FIT to get texture to fit (duh) on slanted faces that don't encompass the entire lenght of the texture. like those warning stripes. FIT 0.75 vert there i think. Then just fit the straight part with 0.25 and see how they line up perfectly. You might have to do some flipping if texture is mirrored. 
Etc 
Shift+arrow moves the texture unit by unit to desired direction.

I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate

This was what was confusing me, I think. I hope the patch fixes the editor as well as the game :\ 
Nb 
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

That's a nice feature nb, get used to it and it will save you a lot of time... however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences. That way you can use whatever increment setting you like all the time.

It would be worth getting used to changing grid sizes as needed to more or less finely adjust the texture using the arrow keys, its pretty fast considering that you can just use the 1-9 keys to quickly adjust the grid setting. It will save you time in the long run. 
Things Learned In The Last Five Minutes 
however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences.

Since I'm using D3R, such a preference doesn't exist. I figured that the num-keys were the best thing to use; certainly easier than hammering []. 
I Need 
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (netgames@netdp.com), as I'll need to make sure the public finds the map playable before I release it. 
Hmm 
nb, just memorise 1/(2^x) for x from 1 to 8 
RE: I Need 
I am up for it. 
Tronyn: 
email me with whatever. 
Tronyn 
Sorry to hang out the dirty washing but my e-mail is kaycuffed.

Following error occurs:-

'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
demon.qc monster_demon1
(no function)
pf_precache_model: overflow
host_error: program error

I remember SOA now I've seen it! 
Mike 
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:

too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.

it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.

Also Includes trigger_* brushes

The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
 
Ok... 
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)

So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm. 
... 
fek, looks like i'll need to use darkplaces too... 
Yes 
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map. 
Newest Work. 
Here's my newest quake3 work. Been using the oxide textures from Lunaran.
Enjoy :P


http://www.infosprite.com/members/Fjoggs/Fjo3tourney1-16.jpg
http://www.infosprite.com/members/Fjoggs/shot0001.jpg 
Hmm 
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.

Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit. 
What Nonentity Said... 
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.

But yes, a less panelled look is worth striving for. 
Tronyn... 
did you get my feedback? 
Shad3dm2 - Deep Freeze (Beta 1) 
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!

This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.

COMPLETED
- Layout
- Architecture/Details (May add a few more details/effects)

NOT COMPLETED
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)

Download: http://shadowdane.shackspace.com/shad3dm2/shad3dm2_beta1.zip 
Shadowdane 
has it been optimised? I get severe slowdown in the main atrium.

I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.

I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items. 
Thanks 
Thanks for the comments noentity and shambler. I'll take them for revision ;) 
Nitin 
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.

What kinda hardware you running??
I get no slowdown at all

about the blue lights being colder, what do you mean by that? More blue, softer, more saturated? 
Shadowdane 
darker and more blue.

I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it. 
Nitin 
cool.. I'll have to adjust the lighting that and see how it looks.

I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O

But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout. 
Yup, Necros, I Got Your Feedback 
& thanks for it 
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