Search found 7 matches

by stoleYourBike
Sat Mar 30, 2013 12:49 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6072764

Re: What are you working on?

pew pew
Image
by stoleYourBike
Wed Mar 27, 2013 2:15 pm
Forum: Modeling
Topic: models with alpha channel and fog
Replies: 2
Views: 4945

Re: models with alpha channel and fog

it works fine for me using this shader textures/tree1/tree { surfaceparm alphashadow surfaceparm nomarks surfaceparm trans cull disable nopicmip dpmeshcollisions { map textures/tree1/tree.tga rgbGen identity depthWrite alphaFunc GE128 } { map $lightmap blendfunc filter rgbGen identity tcGen lightmap...
by stoleYourBike
Tue Mar 19, 2013 3:52 pm
Forum: Modeling
Topic: New Quake assets...
Replies: 23
Views: 14892

Re: New Quake assets...

awesome job! really well animated - absolutely true to the original but slightly improved

grunt is 774 pol
by stoleYourBike
Sun Feb 05, 2012 2:33 pm
Forum: General Programming
Topic: How are the games connected.
Replies: 4
Views: 2258

Re: How are the games connected.

lol games4windows standards working as intended

And it's not +mlook, it's m_pitch 0.022 (-.022 for inverted) to restore mlook
by stoleYourBike
Sun Dec 25, 2011 3:30 pm
Forum: General Discussion
Topic: Xmas Gubbins.
Replies: 8
Views: 2353

Re: Xmas Gubbins.

nice, might use one
by stoleYourBike
Sat Dec 03, 2011 1:21 am
Forum: Mapping
Topic: BSP Formats and performance using DarkPlaces.
Replies: 7
Views: 3389

Re: BSP Formats and performance using DarkPlaces.

Q1 compilers plain suck, splits are everywhere and you`d easily get 4-5x higher poly count for anything remotely detailed and largish. So if you build large scale detailed maps then Q3 is the only way. If you build small low detail levels then it doesn't matter. Not to mention q3map2 lighting is age...