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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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Shambler, You Look Hungry. 
Looks Like A Rider Without A Horse. 
Well, and strange arms that suggest proficiency at putting up laundry. 
Lol 
yeah, i animated it to run on all fours, but it kind of looks stupid. when you skinny him up like that, you can see how weird it's skeleton would be like. i'd have to change the skeleton structure for it to not look retarded as a bipedal monster. oh well. :P 
Kinky Pipe 
That must been a very cold winter for Shambler to get out of shape.
It serves me the look of getting an incredible hunger.

http://members.home.nl/gimli/tarra05.jpg
http://members.home.nl/gimli/tarra06.jpg
http://members.home.nl/gimli/tarra00.jpg

When adding a skybox, the sky suddenly went plain blue. Not the box that I wanted, but when I turned it back in worldspan for the normal animated one, it was still there.

When I make another map with only a skybox it's just there. What could be wrong? 
 
pipeworld.bsp madfox?

:)

look nice! 
Pipy Kink 
@Trinca - yes, so it looks.
Now I'm confronted with the theme layout. You can see the first two shots look metal, but the third makes me feel it is from another level.
Keeping the same texture isn't the same as the same theme.

Most of all.., where's my skybox? 
 
The map editor just needs to have the skybox .tga's in the default folder it's configs are pointed to. For the BSP editor, I need my skybox in the:

Settings/gfx/env

folder. Then, a key:

"sky" "name of skybox"

is entered for the worldspawn entity. The "name of skybox" does not include the "bk" "dn" "ft" "lf" "rt" "up" part of the name and not the .tga extension. 
Oh Yeh 
The 6 .tga's then need to be in either:

Id1/gfx/env folder
mod/gfx/env folder
pak/gfx/env directory

that's most important. 
Yes 
I know, and I had all these parameters used.

It always works, but not this time.
As I wrote, a new map with only an animated sky shows the skybox.
If I use it in the map with the screenshots you can see a plain blue box.
While I deleted the skybox to see the animated ones.

So I think something messed up with my worldspan, although these parms are the same as I always use. 
 
Yup, I just posted anyway, in case anybody didn't know skybox stuff. 
Madfox 
just try to load the skybox manually in game via console 
 
There Be Dragons In Them Hills 
It's a trap! 
Chia Dragons 
:) 
 
Not Bad 
do you have shot with more grass viewed from a distance? 
 
http://spawnhost.files.wordpress.com/2011/05/multigrass1.jpg

http://spawnhost.files.wordpress.com/2011/05/multigrass2.jpg

You can have a lot of grass, in principle. The placement in these screenies is bad, it's just copypasted for demonstration without regard for natural distribution or variation.

Also, the type of grass is wrong for a large grassy plain - you'd use a different type of grass patch for that.

Pretty much the same rules for vegetation placement apply as in Crysis (which has many different kinds of grass, other objects like rocks, and many options for placing and rendering vegetation).

So, Quake can do large terrain (and also detailed, if you use 64 or even 32 unit blocks in CTE), and vegetation. You don't even need Darkplaces for that (in fact, a fast renderer like in RMQ or DirectQ is more important).

What it can't do is proper texturing of the terrain - textures don't blend in Quake unlike in Sandbox. Megatexture could help. 
 
Hmmmm... 
I'm liking the lighting a lot. 
Gb 
that looks similar to how modern games do it, how much of a performance hit is there? 
Yeah 
definitely thumbs up on the lighting zqf, very nice. 
Nitin 
No noticeable performance hit. 
You Guys Are Still Kicking Ass 
I leave for a year and a half and come back to see All You People still active.... so awesome. 
 
Well where else would we go? :) 
Inertia 
sure, what would world become without us? 
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