A Quick Viewer
#4085 posted by
grahf on 2007/11/12 06:15:05
willem: Even if you don't add everything and the kitchen sink to your editor, a simple viewer can be very useful sometimes. It can be nice to just peek around a map without having to wait 5 minutes for radiant to load, or stop everything else you're doing to boot up quake. It will be a universal binary I hope? ;)
necros: gtkradiant runs on mac os x:
http://redsaurus.net/gtkrwiki/index.php/Downloads (ignore the wiki spam at the top of the page)
#4086 posted by
JneeraZ on 2007/11/12 11:19:13
necros
I'm not sure yet. It'll take most of its influence from Radiant I think because that would be the easiest to code. :)
Grahf
Yeah, universal binary. I really want a native editor that doesn't require X11 and other stuff.
Another Try
#4087 posted by
madfox on 2007/11/14 07:05:57
I suceeded to avoid the strange swing in the monsters walk.
It's behaving better now.
Textures of 64x64 are well suporting, I can resample them to 125%.
128 x128 I have to part. But by manipulating the size I think also the gamma changes. If I make the tex more lighter it gets bleached.
I made this screenshot in standard Quake
http://members.home.nl/gimli/granito.jpg
testload:
http://members.home.nl/gimli/granito.zip
#4090 posted by
Trinca on 2007/11/17 01:12:18
already post for some guys :)
http://trinca.quaddicted.com/joequake036.jpg
http://trinca.quaddicted.com/joequake039.jpg
my maya map for christmas i hope... let�s see if i got time to finish it.
Although
#4092 posted by
madfox on 2007/11/17 18:07:38
I succeeded to develop a new Q1 monster with more than usual combat tactics, it seem to be rather easy to kill.
Constant shooting at it stop all attacks in pain frames, so it's not such a strong monster afterall.
This inspite of the
"self.pain_finished = time +2"
which ought to give the monster time enough to reach its attack state.
Pain_finished
#4093 posted by
Preach on 2007/11/17 18:43:48
When you say that time + 2 should be enough for the monster to reach it's attack, are you taking into account the length of the pain animation as well? It might be worth making sure that sometimes granito_pain_decide returns without running any pain animation even if pain_finished < time. Although weak monsters like grunts tend to go into pain from any attack, you'll notice that the chance of the more powerful monsters going into pain is proportional to the amount of damage done, you could try adding that code to the granito.
Nice Shots...
#4094 posted by
generic on 2007/11/18 17:54:09
Trinca. I typical don't think of Mayan as curvy (i.e. 1st shot), but I can't wait to see what you do with the theme.
#4096 posted by
Trinca on 2007/11/18 22:03:05
thks generic_maps i hope to make a map you guys remenber! since my last are a litle crapy...
My Shirt Back!
#4098 posted by
madfox on 2007/11/19 19:39:55
Nice White Style
#4099 posted by
ijed on 2007/11/19 20:34:53
Roman Temple?
I wouldn't use the floor texture in shots 1 and 3 though; looks pretty low-detail.
Hu Madfox
#4100 posted by
bambuz on 2007/11/19 20:39:33
what happened? It looks great...
But is the guy noclip flying, or is the scale off?
#4101 posted by
Trinca on 2007/11/19 20:44:06
look nice Madfox, but i will not coment your maps untill you coment other�s people maps :p
Wow
#4102 posted by
negke on 2007/11/19 20:44:09
Are you really the same MadFox who used to post maps here in the past?
Looks nice so far, lighting seems to require tweaking. Don't mix base textures in.
To Comply With Spd's Demand Myself
#4103 posted by
negke on 2007/11/19 20:53:38
http://negke.quaddicted.com
Some colorful screenshots, e.g. of my still-WIP vertical map. Most people will probably know the stuff already but anyway..
MadFox
#4104 posted by
JPL on 2007/11/19 21:06:57
OOoooohh, very nice ! I like the antique Greece style ! Keep it up :D
Negke/madfox
#4105 posted by
nitin on 2007/11/19 22:20:03
looking good.
madfox, needs better lightng but very good start.
Uh...
#4106 posted by
madfox on 2007/11/19 23:27:15
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
Screenshots are taken with spirits config.cfg advice,
but it makes the pix look rather fisheye, and turned my gun in a pinriffle.
Trinca, you don't have to judge it.
I'm 'still here with my part in the base-start map,
and wonder why I made it.
#4107 posted by
Trinca on 2007/11/20 00:42:52
for nothing my friend... for nothing...
Neg!ke...
#4108 posted by
generic on 2007/11/20 00:44:17
It needs more details and a bigger texture variety. Also, quit mapping because you are obviously no good at it. (^_^)
Not Really
#4109 posted by
HeadThump on 2007/11/20 01:39:38
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
The base/mine map I play tested of yours was solid in design.