Search found 924 matches

by goldenboy
Sun Mar 08, 2015 5:30 pm
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 8908

Re: Unity 5 and Unreal Engine 4 are now free of charge!

I've had several different kinds of people shout at me already. But unfixable engine bugs just add to the problem. I'd rather not be responsible for those at least.
by goldenboy
Fri Mar 06, 2015 5:08 pm
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 8908

Re: Unity 5 and Unreal Engine 4 are now free of charge!

You won't find too many bugs in vanilla quake with FTE, since I tried to report them all and Spike did fix a lot of them. There were some game breakers in the mission packs IIRC and those should be fixed now. You will find more issues in Quake 2 for instance, and I have never tried Quake 3 with FTE....
by goldenboy
Thu Mar 05, 2015 2:57 pm
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 8908

Re: Unity 5 and Unreal Engine 4 are now free of charge!

QuakeC is pretty easy, but FTE has too many bugs, LordHavoc is no longer fully maintaining Darkplaces and Quake engines in general lack features and rely on outdated, unmaintained tools (q3map2 anyone?) Quake engines can probably be used for relatively simple oldschool shooter games (or sidescroller...
by goldenboy
Sun Mar 01, 2015 3:48 pm
Forum: Mapping
Topic: Q1 BSP tree
Replies: 21
Views: 12158

Re: Q1 BSP tree

If distributing levels with textures is a problem, then any custom Quake map has the same problem... Doesn't the license say that you're allowed to create and distribute custom levels, basically? If the vanilla map sources have gone through a map editor and compiler, I'd say they are custom Quake le...
by goldenboy
Sat Feb 28, 2015 3:24 pm
Forum: Mapping
Topic: Q1 BSP tree
Replies: 21
Views: 12158

Re: Q1 BSP tree

It is quite possible to convert q1 -> q3 and the Quake maps are GPL anyway.
by goldenboy
Sun Feb 22, 2015 3:47 pm
Forum: Project Showcase
Topic: [Storm Engine 2][dev] Phaeton
Replies: 22
Views: 12882

Re: [Storm Engine 2][dev] Phaeton

cool.
by goldenboy
Tue Feb 17, 2015 3:10 pm
Forum: Mapping
Topic: Using Blender to make Quake 3 maps
Replies: 29
Views: 18461

Re: Using Blender to make Quake 3 maps

@toneddu: Currently aiming for UE4, doing art and design, saving up money. UE4 has high minimum system requirements.

Although if motorsep keeps drooling on about Unity, I might pop one of my levels in there and see how it goes.

Both Unity and UE4 are pretty cool engines.
by goldenboy
Mon Feb 16, 2015 6:09 pm
Forum: Mapping
Topic: Using Blender to make Quake 3 maps
Replies: 29
Views: 18461

Re: Using Blender to make Quake 3 maps

That's about right. It's really not that hard. You make levels exactly the same way as for Unity etc. - Create level geometry in Blender , UV unwrap and texture it - Create simplified collision mesh in Blender , in case of FTEQW apply a meshcollide shader, not sure about DP - Import both into Radian...
by goldenboy
Sun Feb 15, 2015 10:49 pm
Forum: Mapping
Topic: Using Blender to make Quake 3 maps
Replies: 29
Views: 18461

Re: Using Blender to make Quake 3 maps

If you use a .map exporter, you will be limited to shapes that would be legal brushes. Much of Blender's potential will be unusable.

In other words, if you inted to export to .map and compile to BSP, you might as well use Radiant.
by goldenboy
Sun Feb 01, 2015 11:04 pm
Forum: Quake Events
Topic: Quake 20th BirthDay
Replies: 41
Views: 64899

Re: Quake 20th BirthDay

I trust Spirit to run this, he has proven that he can run websites. I will try to have a map/mod release ready and I can also contribute as a news writer, interviewer, forum mod or whatever may be needed. Furthermore, I will hopefully be able to do day-by-day coverage of the event on quakeone.com as...
by goldenboy
Fri Jan 09, 2015 9:11 pm
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8448

Re: door way / portcullis brushwork?

Image

Here's one I made.
by goldenboy
Tue Jan 06, 2015 7:38 pm
Forum: General Discussion
Topic: RaQdoll
Replies: 36
Views: 15709

Re: RaQdoll

Of course, if you remember that ODE sucks in the first place, then this isn't too much of a concern. I'm really not sure if that is the case. People have done all the usual PC game physics things with ODE at this point. It really is not this hellspawn that some people make it out to be. It's just a...
by goldenboy
Sat Dec 06, 2014 4:34 pm
Forum: Modeling
Topic: [paid position] Hard surface sculpting artist needed
Replies: 4
Views: 4387

Re: [paid position] Hard surface sculpting artist needed

You might want to post this at the polycount job board.

I'm confused because you originally say "a lot of experience with high poly hard surface modelling" but then go on to say the opposite later.
by goldenboy
Thu Dec 04, 2014 9:08 pm
Forum: Modeling
Topic: Horrible GIMP bug
Replies: 3
Views: 4299

Re: Horrible GIMP bug

Krita is nice for concept art (as is Mypaint.) For textures, there isn't a way around GIMP I guess. Unless you have Photoshop (I don't.)
by goldenboy
Sun Oct 12, 2014 10:57 am
Forum: Quake Events
Topic: every couple three years
Replies: 11
Views: 11995

Re: every couple three years

It would largely be a Quake Mapper-expo unless I'm forgetting anything on the mod side.