Search:

Type: Posts; User: WL6

Page 1 of 4 1 2 3 4

Search: Search took 0.01 seconds.

  1. BLADE OF AGONY: CHAPTER 1 Released (Gzdoom standalone game!)

    In my absence from this forum I have been working on this:

    http://www.moddb.com/mods/wolfendoom-blade-of-agony

    This full standalone Wolfenstein game is a sort of mix between Duke Nukem and...
  2. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Yes it does, so you can just load them automatically into your map:





    The Guard tower in this screenshot that I saw on your MODDB:
    ...
  3. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Do you want EVERY prefab in a single map file?

    I've currently divided them all up into separate Prefab files, but I can give you what I have.

    BTW: what's the chance of you sharing that Guard...
  4. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Light Sources.
  5. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Castle Doors.
  6. Thread: Work in Progress

    by WL6
    Replies
    12
    Views
    6,713

    Re: Work in Progress

    That's not a bad idea at all... ;)
  7. Replies
    36
    Views
    8,418

    Re: Custom Texture Exchange

    1221112212122131221412215

    Feel free to use them as you wish.
  8. Thread: Work in Progress

    by WL6
    Replies
    12
    Views
    6,713

    Re: Work in Progress

    Hey!

    Been away for a while, but I've been working on a GZdoom mod with a couple of friends... should have a demo out in a month:
    ...
  9. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    I think it should be pointed out that it is impossible to determine whether brush work is copied or made from scratch. For my own part I have constructed all the prefabs in the prefab thread from...
  10. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    Taking that argument to it's logical extreme, if all game assets are protected then you shouldn't use ANY of them for copyright grounds (textures/models/sounds/etc), and instead do everything from...
  11. Replies
    4
    Views
    1,014

    Re: Outdoor area lighting tips?

    Ah that's helped tremendously, thanks!

    Any advice on skyboxes?
  12. Replies
    4
    Views
    1,014

    Outdoor area lighting tips?

    Any practical advice on lighting outdoor areas?

    How do you usually go about it? I'm having a bit of difficulty at the moment getting it just right... how do people usually go about the process?
  13. Replies
    285
    Views
    49,026

    Poll: Re: Return to Castle Wolfenstein: The Dark Army

    Might I suggest getting an account at moddb?

    http://www.moddb.com/

    Think of it as a 'facebook' that caters specifically for game mods, and so it is easy to get your work across to a wider...
  14. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    I don't know what that's got to do with it.

    Certain textures in RTCW were designed with particular bush combinations in mind (e.g. castle_c17) so it seems a waste of time re-creating them from...
  15. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    There is nothing wrong with ripping content from the standard maps that came with RTCW, only from user made maps is it questionable.



    This actually worked much better, the brushes weren't as...
  16. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    Unfortunately no, all the texture offsets are a mess (plus the map looks awfully buggy...), but there are still salvage items that can be taken, plus many that can be fixed/used as a template.
  17. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Water Tower from map 9 - Forest:

    10387

    10386
  18. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Re: Prefab Exchange

    Castle spiral stair/tower prefabs.
  19. Replies
    28
    Views
    3,660

    Re: Limitations of the Quake 3 Engine?

    That shouldn't be at all difficult for someone with even a modicum of programming knowledge.
  20. Thread: Prefab Exchange

    by WL6
    Replies
    12
    Views
    2,711

    Prefab Exchange

    Post some prefabs in here.

    Be sure to include an screenshot of the prefab :cool:

    Tunnel from map 9 - Forest:

    10379

    10380
  21. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    That worked, cheers!
  22. Replies
    36
    Views
    8,418

    Re: Custom Texture Exchange

    1037210373103741037510376

    Various Nazi flags from MOH.
  23. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    Here's what happens when I try netgradiant:

    10371

    A general question to all: if anyone has managed to decompile the RTCW maps successfully and have made any prefabs (tunnels, guard towers,...
  24. Thread: EasyGen HELP

    by WL6
    Replies
    20
    Views
    2,091

    Re: EasyGen HELP

    New problem:

    Why is the terrain 'lit up' in certain parts where it shouldn't be?

    10365
  25. Replies
    33
    Views
    4,566

    Re: DECOMPILE/q3map2 HELP

    Cheers, that worked.

    ...but what a waste of time :( Was hoping to make some prefabs from various RTCW maps, but they just come up jumbled.
Results 1 to 25 of 96
Page 1 of 4 1 2 3 4