
....
#1032 posted by
necros on 2004/05/14 17:48:04
i don't remember if the entity was actually called func_sync_train, but there *is* an entity like that in custents. it will keeps it's place in relation to other trains even if you block it, and such...
i actually used a variation of that to get the func_trains in "Emptiness Without" to get the trains to move properly. you can use the duration key to set how long it takes for a train to go to one path corner instead of a speed key.

Indeed
#1033 posted by
madfox on 2004/05/14 20:44:41
custents is the place to seek for the "func_train_syncer".

Madfox...
#1034 posted by
Shambler on 2004/05/15 03:14:28
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme.

Devotion To The Antiques...
#1035 posted by
madfox on 2004/05/15 12:43:38
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...
Here is one from "Cicade", endlevel-2 part#6.
http://members.home.nl/gimli/Quake18.jpg

Ogre Can't Stand Loosing...
#1036 posted by
madfox on 2004/05/17 19:21:53

Nice
#1037 posted by
HeadThump on 2004/05/17 19:40:40
Submit that one to PlanetQuake!

Rock Textures
#1038 posted by
Razumen on 2004/05/18 02:19:02

Cough
#1039 posted by
Vondur on 2004/05/18 03:27:55
the images are extra dark, i cannot see a thing, sorry....

3 (or 6 If You Really Have To...)
#1040 posted by
distrans on 2004/05/18 03:35:52
...the stratification in the other textures doesn't suit some of your outcropping.

Vondur
#1041 posted by
Razumen on 2004/05/18 03:47:28
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen.

Screenies
#1044 posted by
pdictter on 2004/05/19 15:49:48
http://www.geocities.com/hyrm827/index.htm
was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)
the lighting/textures migth be all fucked up in some.

Looks Pretty Good
#1045 posted by
Blitz on 2004/05/19 16:08:41
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice.

.
#1046 posted by
necros on 2004/05/19 19:57:37
i like the base one best. but both look like they'll be nice maps when they're done.
also, it's the first time i've seen what quiver looks like. whoa.

Ut204 CBP 2
#1047 posted by
nitin on 2004/05/21 04:11:26

Here3ctf1
#1048 posted by
here on 2004/05/23 12:27:44
I need some testers to help me :
screenies and download on :
http://www.planetquake.com/here/here3ctf1.htm

Grunt
#1049 posted by
. on 2004/05/23 12:44:44
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:
http://quake.phait-accompli.com/crap/grunt/g1.jpg

.
#1050 posted by
necros on 2004/05/23 13:02:37
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.
not bad for a first skin!

Thanks
#1051 posted by
. on 2004/05/23 13:28:14
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly.

Just Checked The General Abuse Thread
#1053 posted by
starbuck on 2004/05/23 17:09:58
looks like you didn't, congrats :)

Unreal Engine 3 Monsters
#1055 posted by
nitin on 2004/05/24 04:46:42

Nice...
#1056 posted by
Shambler on 2004/05/24 05:35:46
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.
I love a good monstery monster =)