Search found 924 matches
- 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: 9245
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.
- 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: 9245
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....
- 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: 9245
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many bugs, LordHavoc is no longer fully maintaining Darkplaces and Quake engines in general lack features and rely on outdated, unmaintained tools (q3map2 anyone?)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...
- Sun Mar 01, 2015 3:48 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 14208
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...
- Sat Feb 28, 2015 3:24 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 14208
Re: Q1 BSP tree
It is quite possible to convert q1 -> q3 and the Quake maps are GPL anyway.
- Sun Feb 22, 2015 3:47 pm
- Forum: Project Showcase
- Topic: [Storm Engine 2][dev] Phaeton
- Replies: 22
- Views: 15034
- Tue Feb 17, 2015 3:10 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 20897
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.
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.
- Mon Feb 16, 2015 6:09 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 20897
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...
- Sun Feb 15, 2015 10:49 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 20897
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.
In other words, if you inted to export to .map and compile to BSP, you might as well use Radiant.
- Sun Feb 01, 2015 11:04 pm
- Forum: Quake Events
- Topic: Quake 20th BirthDay
- Replies: 41
- Views: 69615
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...
- Fri Jan 09, 2015 9:11 pm
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 9950
Re: door way / portcullis brushwork?
Here's one I made.
- Tue Jan 06, 2015 7:38 pm
- Forum: General Discussion
- Topic: RaQdoll
- Replies: 36
- Views: 18212
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...
- Sat Dec 06, 2014 4:34 pm
- Forum: Modeling
- Topic: [paid position] Hard surface sculpting artist needed
- Replies: 4
- Views: 5649
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.
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.
- Thu Dec 04, 2014 9:08 pm
- Forum: Modeling
- Topic: Horrible GIMP bug
- Replies: 3
- Views: 5561
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.)
- Sun Oct 12, 2014 10:57 am
- Forum: Quake Events
- Topic: every couple three years
- Replies: 11
- Views: 13684
Re: every couple three years
It would largely be a Quake Mapper-expo unless I'm forgetting anything on the mod side.