Quake MOD - In The Shadows

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sock
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Re: Quake MOD - In The Shadows

Post by sock »

Some more progress with the DP engine ...
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Full size links - Image 1 Image 2 Image 3
Well he was evil, but he did build a lot of roads. - Gogglor
gnounc
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Re: Quake MOD - In The Shadows

Post by gnounc »

Just amazing work. Beautiful.
toneddu2000
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Re: Quake MOD - In The Shadows

Post by toneddu2000 »

Pure beauty. Just wonderful work,sock. What editor do you use? NetRadiant?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
sock
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Re: Quake MOD - In The Shadows

Post by sock »

@gnounc, thanks :)
@toneddu2000, I am using GTK 1.3 (Very old version), my source maps are compatible with the latest version. I have modified the editor config files to work with Quake texture and entities, the compilers understands the map format and just uses want it needs to compile.
Well he was evil, but he did build a lot of roads. - Gogglor
toneddu2000
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Re: Quake MOD - In The Shadows

Post by toneddu2000 »

I see. Just curiosity because I was always be able to use 3d modeling softwares but always sucked with game editors: how do you face the absence of layers in GTK? Do you make tons of func_group?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
sock
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Re: Quake MOD - In The Shadows

Post by sock »

toneddu2000 wrote:how do you face the absence of layers in GTK? Do you make tons of func_group?
I personally use func_group entities for organization of brushwork. The most powerful feature of GTK is the filters, that is the quickest way to toggle stuff on or off so that it is easier to see what you are working with. Another method is to use the camera clipping, reduce it down to 10-15 and you will draw a limited amount of objects around the camera. (I think you have to enable this feature, it might not be on by default)
Well he was evil, but he did build a lot of roads. - Gogglor
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Quake MOD - In The Shadows

Post by toneddu2000 »

I personally use func_group entities for organization of brushwork.
clear
The most powerful feature of GTK is the filters, that is the quickest way to toggle stuff on or off so that it is easier to see what you are working with
never used, I'll take a look
Another method is to use the camera clipping, reduce it down to 10-15 and you will draw a limited amount of objects around the camera. (I think you have to enable this feature, it might not be on by default)
When I first see GTK Radiant I searched for hours on the net to change the camera clipping to unlimited because I thought it was an error! :) Never thought about that as a designer aid! I've a lot to learn about this matter...
Thanks a lot for your precious hints, sock and, again, great work!
Always thought that "the Bridge Crane" was the most beautiful map made with Radiant
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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