Some more progress with the DP engine ...
Full size links - Image 1 Image 2 Image 3
Quake MOD - In The Shadows
Re: Quake MOD - In The Shadows
Well he was evil, but he did build a lot of roads. - Gogglor
Re: Quake MOD - In The Shadows
Just amazing work. Beautiful.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Quake MOD - In The Shadows
Pure beauty. Just wonderful work,sock. What editor do you use? NetRadiant?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Quake MOD - In The Shadows
@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.
@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
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Quake MOD - In The Shadows
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
Re: Quake MOD - In The Shadows
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)toneddu2000 wrote:how do you face the absence of layers in GTK? Do you make tons of func_group?
Well he was evil, but he did build a lot of roads. - Gogglor
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Quake MOD - In The Shadows
clearI personally use func_group entities for organization of brushwork.
never used, I'll take a lookThe 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
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...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)
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