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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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Q2 has radiosity. It literally already has the real thing. 
 
i remember trying to compile a map with q1rad a short while ago and it was still slow as hell.... i dunno, but fake radiosity seems like a better option even now. 
Hello Gentlemen 
Recent Quake mappings:

https://flic.kr/p/qMCsgc 
Wow 
That's really nifty.

How'd you do the rain? 
Oooh 
It's like a rainy terra4... 
Nice. 
Very nice....keep it going. 
Question 
How much of that is func_detail? 
 
Somebody please finish CZG's terra 
 
it's not finished? 
Finish It, Hypnos 
 
Just A Little Bit Of What I'm Toying With... 
Mostly just theme testing. Not properly nailed down the layout yet...

https://pbs.twimg.com/media/B9Mi3aSIcAA_F5e.jpg:orig 
Lunaran 
CZG : "There's supposed to be more of them, and they should have a proper finale, but dammit, I'm so sick and tired of these things. " 
Who Cares. 
Terra is fine the way it is.

Fifth that looks arousing. 
Hypnos And Fifth 
keep going guys, screenies look neat. 
Yeah 
awesome looking work both of you :-) 
Hypnos 
that's a cool look and needs to be expanded on! 
Fifth 
How did you get transparent textures to work? 
Quaddy 
the transparent colour on the palette is index 255, the peachy coloured one. Also your texture name needs to start with a "{" character for it to be recognised as a masked texture. "{cobweb.pcx" for instance.

https://www.dropbox.com/s/o8se6ino3z7fwfr/cweb.jpg?dl=0 
Thanks 
Thank you fifthelephant for this information. 
Note About Masked Textures 
If you use it then for non solid objects like cobwebs make the brush func_illusionary. And for solids make it a func_wall otherwise you may get hom errors etc 
MineQ 
FifthElephant 
You are on a roll. I love the Q2 stuff. Looks very true to the original. Also, are those decals (spiderwebs) in Quake? 
Sprony... 
Nah, I messed about with ripping them from some Thief FM, converting it to the quake palette etc.

I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :( 
Sprites 
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(

Well, you can use a sprite, you just have to bake lighting into it... 
Fifth 
All (afaik) of the engines with { texture support can also take an 'alpha' key on the func_. Only problem is, if you go below about 0.7, QS/MarkV/DirectQ have a bug where the whole alpha-mask part will disappear. But at least you can make the cobwebs slightly transparent. 
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