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Nitin 
Unreal, I thought over the years most the textures had been converted?

As far as i know there is only two texture sets from Unreal on wads for Quake1 (Skycity and Nalicast), with 448 textures counting both of them. 
That Unreal 1 Rock Texture 
Is still the greatest rock texture ever created. You know the one I'm talking about! 
Dat Txture 
 
Look What I Found In My Wads Folder 
Should I upload these somewhere? It seems I thought that these textures would be better served in Q1 at half size. I probably used TexMex for the conversion, but I have fullsize TGAs of GenIn, GenFX, and NaliCast too, which had most of the good quakeish medieval stuff.

ut_skycity_full.wad
UT-Ancient_half.wad
UT-city_half.wad
UT-GenEarth_half.wad
UT-GenIn_half.wad
UT-GenTerra_half.wad
UT-Indus3_half.wad
UT-Indus4_half.wad
UT-Indus5_half.wad
UT-Metalmys_half.wad
UT-NaliCast_half.wad
UT-ShaneChurch_half.wad
UT-Slums_half.wad
UT-UT_half.wad
UT-UTbase1_half.wad
UT-UTcrypt_half.wad

wot_ForsakenT.wad
wot_jamesT.wad
wot_matthiasT.wad
wot_natureT.wad
wot_ScottT.wad
wot_TheWays.wad
wot_WarrenT.wad
wot_whitecloak.wad
wot_worldT.wad

Also, hi everybody, it has been a while. :) 
 
Qaddicted has an entire FTP section dedicated to wads.

https://www.quaddicted.com/files/wads/

Spirit runs it so you might want to email him (I have no idea how to otherwise get stuff into the wads section.

You can get his email address at:

https://www.quaddicted.com/quaddicted.com/spirit

I hope that that helps. 
 
"wot_WarrenT.wad"

Hahaha ... I ... sweet. 
 
grahf, I would rather have you finish THAT MAP but sent them in! 
 
"Should I upload these somewhere?"

YES. 
Decisions Decisions 
I want trees.

1. Pirate 3dsMax
2. Use the small fugly Zer tree
3. Suffer the foul mayaesque Blender interface
4. Do them from the office
5. Model that shit up in Trenchbroom like a man

I think I'll go with 5 so that they receive proper light and cast shadows.

Time to put on some more coffee. 
If The Blender Interface Was Anything Like Maya 
It wouldn't be foul. 8) 
I Hate Maya 
It always takes me ten minutes to find the button I need.

We had a mandated switch over to Maya in the office (from Max) and it's impacted all our dev time across the board and continues to do so over two years later.

The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had. 
 
The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had.

Awesome. Best of both worlds! 
Yep 
Whoever sold that handful of magic beans (A collection of supposedly professional softwares no developer in their right mind would choose by option) must be pretty happy with themselves. 
 
All the artists? Making environment and prop artists use Maya is just ... mean. 
Yeah 
For animation it makes sense, at least. 
Oh Lawd 
Finally taking the time to go trough all of the maps released in the past few months. You people are insane. 
 
I model in maya, but whenever I've tried max I have the same feeling of not being able to find the button. Maya feels far more organized to me.

What am I missing? 
Nothing 
Both are ok, it's just hard to switch from one to the other.
Maya is a bit friendlier to more technical artists, while Max's modeling tools are a bit more complete.
I prefer Maya now, but I've customized it quite a bit, in some aspects I've made it feel more like Max even. 
Horses For Courses 
 
 
Both seem quite convoluted in the UI department to me.
They should hire sleepwalkr C: 
 
"What am I missing? "

Muscle memory. :) Seriously, all apps do about the same stuff it's just in different locations.

I'm a MODO guy, myself... 
+1 For Modo 
 
Bad Brushwork 
Awesome Solution 
 
UE4 Whitebox Challenge Poll 
Time has passed and you can now vote on your favorite submission. Even if you don't want to vote, be sure to check out the amazing results here
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