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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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By Hipshot 
Ooh 
nice shots for that Hipshot map... is that Quake 3? Lighting from the sky looks very good indeed, how was it done? 
Starbuck 
yep thats q3, you can just make out the RL in one shot. 
Lunaran: 
After your comments about the lights in MY map, I put more light ents in and reduced the minlight!

Did you look at it? (I dont know how up to date the copy I mailed you was, will have been big, un-vised and nasty, but lit)

Its compiling now - browning nicely! 
Yes 
I did get it, sorry I kind of shirked on looking at it. you see, I bought this box, and it's orange, and full of irresistable toys ... 
I Can't Even Buy That 
until this friday! When did it come out on your side of 'the pond'? 
October Tenth 
two thousand and seven 
More Eyecandy 
...continuing the theme of id-mixed with other stuff.

http://www.suspenlute.com/fr3nrun1/Tomaz20.jpg 
 
ohh that looks cool! nice nice... but fix the misaligned wizmet tex 
 
very old school nice! 
Fern: 
that looks like pure id to me...

lighting looks pretty good. 
Link Is 404? 
 
It's Not 404 For Me 
Looks ID1 to me... The blue and red and the button's metal kinda clash but maybe it looks better in game.
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open, but what is the blue stuff and what is the runic metal doing there and the riveted stuff in the ceiling... I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style... 
Ah, Its Working Now.. 
I think it looks cool, v nice brushwork! 
Interesting Stuff 
Looking forward to it. 
How Do You 
make a sound play?

I know how to make a sound play but the sound is always sourced from the entity that is 'playing it', I mean the source of the sound physically in the 3D map. What I want to do is make sound play where it remains audible (at a constant volume) regardless of how far away from the entity you are.

Alternatively I could trigger the same sound to come from a group of identical entities all at the same time, with sound entities positioned in different parts of the map, so that as you moved away from one entity you are aproaching another, so the sound never fades out completely.

The reason is that I want to put music into a level, like in Warp. 
I Did It 
With a Quoth ambient_generalpurpose with attenuation -1 so that it was heard globally. A bug with that is that the position of the music changes depending which direction you face.

To do it in normal Quake I think there's a hack (teaching old progs .dat thread again) but not sure if it'll let you do looping music - just trigger_once ambient sounds.

To make something be heard constantly attenuation -1 is pretty much your only option, unless you burn a cd (Travail) or do some coding (This Onion). Or replace one of the ambient wavs that already exists - you put the same ambient_whatever in the map with attenuation -1 and it'll play like music.

I experimented with having one in each cardinal point of a map, and even though it did work the bug was still discernible and the overflow for sound channels occasionally crashed the engine - even aguirRe's. I could have got it working, probably, but it was too risky and low priority.

Should have posted in the mapping help thread ;) 
Oops 
so:

"attenuation" "-1"

I would have posted in the mapping help, but it seemed to me that this is a hot-spot for mapping help after yesterdays stuff about "Teaching old progs.dat new tricks" cropping up.

Hmmm. Methinks new map pack will be created with my original soundtrack - some guitar only thrash metal that me and my mate steeve layed down earlier this year - was going to put it in my imminent release, only I couldnt figure out how to do it.

If you look at the mapping help thread over the last three weeks you will find me querying how to do this to no avail! 
Sounds Without Direction 
I've read on inside3d if you put two entities emitting sound at '4096 4096 4096' and '-4096 -4096 -4096' then the sound is directionless, so you might wanna try that. Also, you should know that anything more complicated than a single, sourced sound is going to require some custom coding. You can't precache new sounds with the hacks, sadly. 
 
I managed to get my sounds in the level in Quoth, and I was happy with it except for the fact that if you strayed away from the entity it would fade out then be in-audible. So hopefully the 'attenuation' '-1' is what I was missing. I dont mind if the music is coming from one direction, if anyhting that will give a cool kind of spinning effect during gameplay!

To do the sounds without direction, if I put them for example at '2048 2048 2048' and '-2048 -2048 -2048' that would have the same effect right? ie it doesnt have to be 4096? 
Hmm 
That should have the same effect if you never leave that cube within the map, I've not tested the idea out before. 
Ricky: 
please post in the correct thread next time. 
RickyT23 
BTW, a 404 error is different than the server timing out. :) 
Inertia 
It was a 503 actually. 
Work In Progress 
Just a preview of my current project...

http://lambert.jeanphilippe.free.fr/Divers/fd1.jpg

Feel free to comment 
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