
Heh
#10481 posted by
R.P.G. on 2006/07/08 15:47:04
That's cool. Somebody there must have a soft spot for Quake. :)

Thanks Tron
#10483 posted by
starbuck on 2006/07/08 16:08:26
That's a cool little article. Pretty accurate and rather kind to the little Quake community. Makes us sound like quite measured reasonable people. Which we are not. Sloppy journaliism, I say! ;)

We're Movers And Shakers, Man!
#10484 posted by
HeadThump on 2006/07/08 16:39:51
Far from being sloppy, I thought it was the most electrifying and important piece of journalism since the Pentagon Papers.

A Nice Little Read
#10485 posted by
than on 2006/07/08 22:07:42
the bit about some kind of fued between coders and mappers brought a tear to my eye (no, it didn't, but it touched me (and not in a molestation kind of way)).

Blizzard Art Contest
#10486 posted by
Spirit on 2006/07/09 00:38:17
http://www.blizzard.com/inblizz/contests/artcontest2006/
We will be looking for 3D work and we love to see low-poly 3D too! 2D rocks and can be faster to make, but don�t forget about all of the prizes that you can win for your 3D environments and characters, AND in all 3 of our universes � Diablo, StarCraft, and Warcraft!
Nice prizes... And you can also choose the cash. I am sure there is something mean the copyright (like you transfer it to Blizzard by submitting or something) but I think some of you might have the power to compete in this contest. /me looks envious at Bal ;)

Oooh
#10487 posted by
bal on 2006/07/09 02:04:29
Being a big blizzard fanboy, I will definatly try and find the time to make something.
And yeah those prizes rock. =)

Section 7
Of the rules, isn't that fun, cool otherwise though.
Sponsor Use of Entries. You hereby agree that in consideration of your being allowed the chance to enter the Contest, you hereby grant Blizzard Entertainment, Inc., a perpetual, non-exclusive, worldwide license and right to utilize the entry materials that you submit to Sponsor in connection with the Contest (collectively, "Entry Materials"). The Entry Materials will not be returned to any entrant. Without limiting the generality of the foregoing, you acknowledge that Sponsor shall have the right to use, modify, reproduce, publish, perform, display, distribute, make derivative works of and otherwise commercially and noncommercially exploit the Entry Materials in perpetuity and throughout the universe, in any manner or medium now existing or hereafter developed, without separate compensation to you or any other person or entity and you waive all moral rights in such work. You agree to take, at Sponsor's expense, any further action (including, without limitation, execution of affidavits and other documents) reasonably requested by Sponsor to effect, perfect or confirm Sponsor's rights as set forth above in this paragraph 7.

Voodoo
#10489 posted by
bal on 2006/07/09 15:19:37
You have that in most big contests really... =\
Most of all it gives them the right to actually use and display the image entries, with eventual resizing, cropping and whatever else they want to do.
I like the "throughout the universe" bit, talk about thinking ahead. =)

Give Me A Cintiq Please
#10490 posted by bear on 2006/07/10 05:13:17
!

Welcome Back Nitin
#10492 posted by
starbuck on 2006/07/11 05:30:26
Hopefully everyone's waiting for the expo... although to be honest I think most people here have been busy watching anime and masturbating. Yeah, at the same time.
#10493 posted by
Trinca on 2006/07/11 06:08:23
lol i�m finishing my crapy map pack :p no time to masturbation

No Time?
#10494 posted by
than on 2006/07/11 06:47:36
no time to masturbation
Well, I am managing to get the odd one in here and there. So perhaps you need try speed wanking.

Starbuck
#10495 posted by
nitin on 2006/07/11 17:01:38
cool, I've been iching to play some quake.

Curve Tutorial
#10496 posted by
R.P.G. on 2006/07/11 20:03:28
So all you mappers out there: some people have complained that czg's curve tutorial is too hard to follow, doesn't have enough steps, or otherwise doesn't make sense. I'm thinking about writing a new one, and/or expanding on it. So what do you want to see improved/expanded?
Link (currently not found):
http://czg.leveldesign.org/curv_tut/curv_tut.htm

Good Texturing On Curved Surfaces
#10497 posted by
HeadThump on 2006/07/11 22:37:02
is much trickier than the brush work. Some tips on doing that would perk my interest.
#10498 posted by
gone on 2006/07/11 23:40:58
czgs tut is only good for WC, but not radiant (its 404 now btw)
I did one for radiant/bsp (should work in WC too)
http://speedy.planetquake.gamespy.com/tut_pipe.
htm
HeadThump 27 and 63 (or 26 and 64, its not integer anyway ) for the 'classic' uhm
.. 'curves'

Dreamhost?
#10500 posted by Spirit on 2006/07/12 01:24:36
Does anyone here use dreamhost's affiliate program? I'm gonna register hosting there and would like to share the 97$ (OMG!) reward :D

Curvtuttar
#10501 posted by
bambuz on 2006/07/12 05:20:15
czg's tutorial was just fine, I could follow it but I use WC.

Curves
RPG, I would appreciate a more in-depth curve tutorial for certain. With better screenshots and maybe some blurbs about variations (spheres, domes, etc). And like was previously mentioned, texturing help too.

One Thing
#10503 posted by
Blitz on 2006/07/12 08:41:21
That has always puzzled me is at what ratio do you fit in the brushes if the curve has more partitions than just the mirrored 2:1 -> 1:2 curves? For those you fit them in at 4:1 & 1:4 on the 90 degree brushes and 1:1 (45 deg.) where they meet.
So is there like a formula where you can figure out how to evenly divide a curved area with say 16 partitions? Or does it come out to some fucked up slope that wouldn't stick on a grid? Is there an approximation?

And
#10504 posted by
Blitz on 2006/07/12 08:45:55
If you look at this
http://blitz.circa1984.com/curves.gif
I'm pretty sure this is a way to add more partitions and still keep the correct amount of total area. It looks weird in D3 because D3 sucks at handling copied->rotated brushes, but I did the exact same ratio & number of partitions in a Quake 1 version in GTKRadiant and it came out better looking. I'll have to dig up the Quake version later when I get home because I can't remember from this screenshot at what ratio all the brushes fit together O_o

Umm
#10505 posted by
bambuz on 2006/07/12 09:57:02
don't you do that just by halving the grid and recursively applying the czg arch method so the 12-sided cylinder becomes a 24-sided one...