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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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Good Work! 
Spirit! Looks Great. 
Trisoup Soup 
http://necros.quaddicted.com/temp/outdoors1.jpg

aiming for 50/50 terrain and structures but trisouping seems to eat up more clipnodes/nodes and such. :(

also, if you go over nodes, it causes seriously bad stuff to happen in aglq, and fitzquake just closes without even bothering to yell at you. 
Btw 
skybox is hipshot's 'stormydays' 
Necros: 
care to send me the map? I thought i supported excessive nodes (of course, i also thought aguirre supported them, since otherwise what's the point of adding it to his Qbsp ports?) Does darkplaces crash too?

Only thing i can think of is nodes + leafs > 65535 wouldn't work at all, but then, i assume the compiler wouldn't build a bsp in that case. 
Oh 
sorry for the misunderstanding, i meant going over the *new* nodes limit.

i meant that fq will simply close when nodes are over 65k and aglq exhibits garbled bmodel geometry.

i'm actually a little curious about what plain 'nodes' are, and what creates them. if there's a way to reduce them like how clip brushes reduce clipnodes, that would be pretty sweet. 
Nodes... 
A node is a volume of space, and if it has children then those children are subdivisions of the parent space (divided by a plane). Starting with the entire world space, you keep subdividing until you get leafnodes, which have no children.

Each leafnode is either solid, water, slime, lava, sky, or empty. The non-solid ones are called "visleafs" and have a list of other leafnodes they can see (calculated by vis) and they have a list of marksurfaces contained by the leaf (to draw whenever the leaf is visible.) 
So... 
less complex geometry gives fewer nodes :)

Perhaps geometry being more axial would help too, more weird angles creates more unique planes i think. 
Hmm 
Make a slightly (or greatly) simplified version of the floor out of clip brushes and make all the trisoup malarkey func_illusionary/wall? 
Hmm 
Look pretty btw, lot more peaceful than you normally get in Quake 
More Rock 
necros, looking good is there anymore to see? A more panned out view? 
 
http://necros.quaddicted.com/temp/indoors1.jpg
here's an indoors shot.

i had originally planned to use the hipnotic white brick textures, but instead settled on q3 bricks instead (smblk3b3dim_wall but i've bleached them a bit in photoshop). the hipnotic cathedral bricks were way too clean. 
Necros... 
...for president 
 
GLQuake's linear filtering makes sprites look very :( 
.tga Format 
Downside is that everyone with external tex turned off will be looking at crap.

A hybrid of the sparks and Quoth's marshlight with a simple 3d model could work. 
I'll Take A Crack At It 
When I get back to e3m4 - not happy with the textured lights in there. 
That Is 
If you can give me a hand with the sprite. 
Externals 
don't help either: http://www.quaketastic.com/upload/files/screen_shots/marcherjagged.jpg

That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better, http://www.quaketastic.com/upload/files/screen_shots/lightrunetest2.png

I am certain that I have enabled external textures in fitz 0.85... 
But Enough About Sprites... 
Necros, that map looks pretty, are you aiming for a primarily vertical map again? 
 
nice pic necros look�s like a map of tronyn in soe indian summer map pack :) 
Sod Sprites 
The pic link is down - I scanned it before but can't remember well enough to comment. 
 
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think. 
Note: 
sprite and skin replacement is not supported by fitzquake (yet) 
Extra Glow 
Necro, why do the torch bases glow so much compared to the rest of the environment? 
Sock 
The torch bases are a model. He used quoth entities. 
Something In The Works 
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