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Type: Posts; User: Krischan

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    Re: Clearance about JPG and TGA

    It is even possible to "mix" TGA and JPG, I did this for my transparent worn posters. It uses a TGA which is completely black but has an alpha channel (black=background shining through, white shows...
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    Re: Brushed vs Textures

    My experience with the Q3 Engine and my background in 3D programming is:

    - it is important to keep the SURFACE count low (below 250 in total?), and Shaders are surfaces*2 !
    - you can have...
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    Sticky: Re: All current ET mapping projects

    Hint: use DLights only in special places - they cost FPS if used too much. And they only light vertices. In my tavern it creates a flickering effect for the lantern which looks nicer there.
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    Sticky: Re: All current ET mapping projects

    For the lantern the lighting is very easy:

    Model: models/mapobjects/light/lantern.md3 (misc_gamemodel)
    Light: 40 units above the model, nonlinear (spawnflags=1), _color=1.0 0.8 0.6, intensity 50...
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    Sticky: Re: All current ET mapping projects

    Not really - first the good news: I didn't cancel my FFM map :tongue:. The bad news: due a lot of work I had not much time the last six months, have been sick at last for a month and so I added only...
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    Sticky: Re: All current ET mapping projects

    In reality, the view towards the altar is east which is on the right hand of the map. So: Yes, it is.
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    Sticky: Re: All current ET mapping projects

    Again a preview of my FFM - Frankfurt map in progress. Perhaps I will start a separate thread for this project soon. My newest location is the St. Bartholomäus cathedral. It consists of the main...
  8. safe_malloc Error - how q3map2 handles 1GB more RAM

    This is a workaround for the safe_malloc Error in the Light stage in a Windows 7 64bit environment, if you get something like this:

    It doesn't solve problems if you have too complex maps but it...
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    Sticky: Re: All current ET mapping projects

    Just wait for the final map. I'm not quite sure what you mean but you feel a lack of walkable houses, balconys, sniper towers, sewers? So the third tactical dimension? I already considered that, be...
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    Sticky: Re: All current ET mapping projects

    You should think about a proper VIS blocking first, before you start the map. In my FFM map, I have three very large areas I needed to divide from each other first. I started building the map roughly...
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    Sticky: Re: All current ET mapping projects

    > but the tip to make a Caulk structural brush inside the unvisitable buidings, it's good to know ;)

    It's not a tip, from my point of view its the holy grail, the revelation of VIS blocking in a...
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    Sticky: Re: All current ET mapping projects

    PK3 is now 15MB. You only see detail brushes in the previous screenshots with some structural brushes in the middle of the buildings. The VIS Blocking is very easy this way. It's like a large bunker,...
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    Sticky: Re: All current ET mapping projects

    Thanks. Still a lot work to do. But it's making progress as I have some variations in the buildings now and created great textures for them which can be reused over the whole map.
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    Sticky: Re: All current ET mapping projects

    Boring repeating houses in ET maps now belong to the past. A current snapshot of my FFM - Frankfurt map progress (first try - unoptimized lighting):
    ...
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    Sticky: Re: All current ET mapping projects

    @IndyJones: ah now I know what you mean - I must check this out - the streets in real Frankfurt are not very uneven in this area.

    @Chris: that's why I said "as a free gift" - use it if you want
    ...
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    Sticky: Re: All current ET mapping projects

    I'm not quite sure what you mean - I added now tesselation and lightmapscale to the ground (we're talking about the cobbles surrounding the well, not the sidewalk, right?)
    ...
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    Sticky: Re: All current ET mapping projects

    Nope, it's done when it's done :-) The next step is to create rows of different houses/depths along the streets, mixed with non timbered houses. The hard part here is that they don't look too rural,...
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    Sticky: Re: All current ET mapping projects

    Yes, it is very easy if you keep the distances between the beams constant so that you can vary the house just switching the UV coordinates of the texture, horizontal and vertical. As a free gift,...
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    Sticky: Re: All current ET mapping projects

    Flat? What would you improve here? I already use a bevel on it but when it is too strong it looks unnatural.

    Edit: ok I pimped the cobblestone, better?
    ...
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    Sticky: Re: All current ET mapping projects

    Here's a WIP - my timbered house sandbox for my FFM - Frankfurt map. Using four different handmade textures, a lot of unique buildings can be created. I still need to test if I can maintain this...
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    Sticky: BSP Parser for Commandmap Colormap / Lightmap output

    Before it gets lost in the Current Maps thread I'll post it here again.

    This is my own basic BSP parser written in Blitz3D to create the geometry, reading vertex colors, normals, textures and...
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    Sticky: Re: All current ET mapping projects

    > the windows are way too repeatative and close to each other imho

    These are my dummys from the VIS planning stage - I still have to complete them (looks better with windows than a plain...
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    Sticky: Re: All current ET mapping projects

    > And about B3D : I think those lights are from a lightmap, do you use a BSP reader ? Is there such a thing or did you code it yourself ?

    Yes, my own basic BSP parser to create the geometry,...
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    Sticky: Re: All current ET mapping projects

    Just a quick snapshot of my FFM map (Frankfurt, Germany). Still in an early stage and working since 2006 on it (with larger downtimes). Hope to finish the map this year, finally - at least before I...
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    Re: Using jpg as alpha channel

    Hmm old thread but I think I need to dig this out because I have a solution for this. I had the problem that I'm using large (512x512) WW2 Posters with worn edges and I need to fade them the sides to...
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