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cityy
Joined: Mon Apr 26, 2010 4:49 pm Posts: 221 Location: Somewhere near Berlin
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 Re: smdm02 - "Jigoku" By Silicone_Milk
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Fri Jun 04, 2010 8:35 pm |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
I love you.
I had totally forgot that thread existed. I'll need to look it over tonight.
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Fri Jun 04, 2010 9:02 pm |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Finally figured it out after reading through the q3map2 shader manual. Used blendFunc GL_DST_COLOR GL_SRC_COLOR and removed the lightmap stage to get the result I was looking for. See: 
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Sat Jun 05, 2010 1:28 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
got some work done on another texture. Still need to clean it up. Also figured out why I was having such a hard time with getting the alpha working correctly on my textures.... I had been saving as a 24 bit TGA rather than a 32 this entire time :X 
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Mon Jun 07, 2010 7:29 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Something new. Started the layout from my graph paper doodles. Scattered some sign placeholders around to get a feel for things. 
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Wed Jun 09, 2010 6:33 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
played through a couple maps to get a better feel for step depth/height/width, ceiling height, etc...   (yes, that is slime. Something I think maps should have more of  )
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Thu Jun 10, 2010 2:38 am |
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cityy
Joined: Mon Apr 26, 2010 4:49 pm Posts: 221 Location: Somewhere near Berlin
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Reminds me of SolarAE already. 
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Thu Jun 10, 2010 2:36 pm |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
hehe thanks I was busy last night/this morning -     On the last shot, I was getting all kinds of z-fighting from a relatively short distance away on a couple spots. I'm wondering if that's normal for taking "ortho" shots with 1 fov? The curved area (3rd shot) has an invisible jump pad to get to the upper level  Thought it should be mentioned since it looks like a bit of a retarded dead end.
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Sat Jun 12, 2010 7:46 am |
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hipshot
Joined: Thu Apr 29, 2010 2:40 pm Posts: 68
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Change the r_znear value.
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Sat Jun 12, 2010 7:58 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
*thumbs up* Thanks man 
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Sat Jun 12, 2010 8:00 am |
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deqer
Joined: Fri Apr 23, 2010 2:11 pm Posts: 60
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Zelda!
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Sat Jun 12, 2010 11:56 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Zelda? How do you mean?
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Sun Jun 13, 2010 1:26 am |
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skinmaster
Joined: Mon May 10, 2010 4:42 pm Posts: 76
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 Re: smdm02 - "Jigoku" By Silicone_Milk
 egyptsoc-esque ifya askme  i like them bricks. 
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Sun Jun 13, 2010 1:57 am |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
Changed some stuff last night. Simplified an area that seemed much too chaotic to me.   I keep forgetting to put the damn secret word in the shots >=(
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Mon Jun 14, 2010 5:09 pm |
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silicone_milk
Joined: Sat May 29, 2010 4:49 am Posts: 32
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 Re: smdm02 - "Jigoku" By Silicone_Milk
I withdraw from the competition for I am officially living out of my car as of tomorrow morning.
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Sat Jun 19, 2010 2:09 am |
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