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Screenshots of what you're doing.

Very nice!
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http://imageshack.us/f/803/xonotic2011121523404400.jpg/
http://imageshack.us/f/851/xonotic2011121523402900.jpg/

a little more bleach
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
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...delicious
Master of mysterious geometries

Imgur Gallery
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w00t w00t!
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
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My map (Circles 2) updated a bit:

[Image: 9notxyeflcbzxp0kbo41.jpg]

[Image: h4i16ma1l4ph19etn0x4.jpg]

[Image: 72qdqbshy2qpioswxwl.jpg]

[Image: 0w3wfpxzrjd1mgc3y758.jpg]
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Hmm.... I think the tree doesn't fit very well. But maybe that's just my opinion.
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might fit better if there were a couple trees, spread around the level.
Master of mysterious geometries

Imgur Gallery
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Good looking, thumb up.
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(12-27-2011, 01:49 PM)theShadow Wrote: might fit better if there were a couple trees, spread around the level.

^ This. Make it look like a biosphere or something, oxygen producing level for the Lunar colony. Maybe even consider adding glass and whatever else you can think of that make it look like this,

or, you can remove it Tongue but if you do that, I think it will look pretty 'normal'

Good work, nice improvements
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(12-27-2011, 11:47 PM)nowego4 Wrote: Make it look like a biosphere or something, oxygen producing level for the Lunar colony. Maybe even consider adding glass and whatever else you can think of that make it look like this,

or, you can remove it Tongue but if you do that, I think it will look pretty 'normal'

Good work, nice improvements

Nice idea. But "adding glass"? I don't undertand. You meant "grass"?
I think I will follow this idea and make it look more like a plant colony or sth, thank u very much.
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He meant glass.

Otherwise this tree wouldn't grow.
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there two different styles on this map, marked with red and green:

[Image: q86b8wo6nzwqnurxnho_thumb.jpg]

[Image: xqapndn47xmdtrkkvlah_thumb.jpg]

the red parts are modern and sleek, while the green parts are... totally different. (too bad my english isn't good enough, i don't find the correct words).

maybe replace the textures in the green parts with cleaner and more futuristic ones ond replace those factory hall lamps with... dunno, some other lamps. i guess we dont have any other lamps, but still Smile
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this guy WIP

EDIT:Sorry have i interrupted your chat?


Attached Files Thumbnail(s)
   
[Image: steam.gif]











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(12-29-2011, 05:02 AM)Droid Wrote: this guy WIP

EDIT:Sorry have i interrupted your chat?

Great to see more player models being worked on! This looks great, keep it up Smile Hopefully we''ll have some robots too soon.
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actually when i got bone position figured out i gonna post a working in-game wip
[Image: steam.gif]











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gotta play that map
[Image: steam.gif]











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Built these two barrel-models in the NetRadiant:
[Image: barrels.jpg]

(models, not brushes! Wink )
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how to create model for Netradiant? I have Blender and I would like to create few models but I'm not sure how to import them to Netradiant.
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How to create a model with NetRadiant:
1. Create your model with brushes (and patches if needed) in the NetRadiant.
2. Place an info_player_deathmatch and build a box of caulk around everything. Be sure that nothing else is in your map except the entity, the model (which consist of brushes!) and the caulk box.
3. Choose ´Q3Map2: convert to .ASE for modelling apps´ in the Build menu.
4. In data/maps/ you´ll find a .ase model exactly named like your map. You can now use it as a regular model and also edit it in e.g. Blender (if you have the ase importer)! Smile
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(12-30-2011, 12:18 PM)Maddin Wrote: How to create a model with NetRadiant:
1. Create your model with brushes (and patches if needed) in the NetRadiant.
2. Place an info_player_deathmatch and build a box of caulk around everything. Be sure that nothing else is in your map except the entity, the model (which consist of brushes!) and the caulk box.
3. Choose ´Q3Map2: convert to .ASE for modelling apps´ in the Build menu.
4. In data/maps/ you´ll find a .ase model exactly named like your map. You can now use it as a regular model and also edit it in e.g. Blender (if you have the ase importer)! Smile

You forgot that the model must be added to the models folder. Angel

data/models/map_name/whatever.ase
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No. Technically that is not required! But, it is really recommendable, especially when preparing your map for the autobuild server or when working with GIT. Wink
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Those barrel models look pretty good and useful. Nice work Smile
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I also strogly suggesto to use OBJ and not ASE, as OBJ can be used by misc_gamemodel and misc_clientmodel entities too, but not ASE.
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
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[Image: capture2012-01-04at124602PM.png?t=1325699556]
new water shader
Master of mysterious geometries

Imgur Gallery
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