Search found 468 matches
- Thu Jan 22, 2015 10:33 am
- Forum: Tutorial Help
- Topic: Tut section hijacked
- Replies: 14
- Views: 24380
Re: Tut section hijacked
Not sure if Frik or whoever has the time. You should definitely try Prydon at least once or twice. 
- Thu Jan 22, 2015 6:43 am
- Forum: General Discussion
- Topic: Holo lens?
- Replies: 8
- Views: 4263
Re: Holo lens?
Cool concept video. I love how microsoft is ALREADY working Minecraft in to their adverts. 
- Thu Jan 22, 2015 6:37 am
- Forum: Mapping
- Topic: E4M3 (elder god Shrine) Reports wrong tex?
- Replies: 5
- Views: 13478
Re: E4M3 (elder god Shrine) Reports wrong tex?
They "who"? Do you mean one of these? I remember deathmatching so much on that level way back when... 
- Thu Jan 22, 2015 1:40 am
- Forum: Modeling
- Topic: Create .bsp models from within maps
- Replies: 54
- Views: 70151
Re: Create .bsp models from within maps
Quite easily done in gimp for FREE and I did do just that for him already. The texture has literally already been redone in a slightly "hires" retexture by the QRP . Took me around 45 minutes playing around with a little cutting, layering, recoloring and exporting as tga to get the job done. I ...
- Wed Jan 21, 2015 11:57 pm
- Forum: Tutorial Help
- Topic: Tut section hijacked
- Replies: 14
- Views: 24380
Re: Tut section hijacked
I did a quick grab of that page source and you can easily see the redirect in the code page. Here is a snippet around the meta redirect:
<div class="menuheading">Allied Sites</div>
<ul>
<li><a href='http://minion.planetquake.gamespy.com/index3.html'>AI Cafe</a></li>
<li><a href='http://icculus ...
<div class="menuheading">Allied Sites</div>
<ul>
<li><a href='http://minion.planetquake.gamespy.com/index3.html'>AI Cafe</a></li>
<li><a href='http://icculus ...
- Tue Jan 20, 2015 8:58 pm
- Forum: Modeling
- Topic: Create .bsp models from within maps
- Replies: 54
- Views: 70151
Re: Create .bsp models from within maps
Dude, got you back there, no worries...
Cobalt wrote:I suppose these could look alot better as hires, but I dont know how to convert them.
- Thu Jan 15, 2015 2:53 am
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 20741
Re: door way / portcullis brushwork?
Nice work.
- Fri Jan 09, 2015 9:29 pm
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 20741
Re: door way / portcullis brushwork?
Your second one does look better ceriux.
Lets just refer to this thread as the portcullis thread...
Very nice also GB!ceriux wrote:hope i did this right, but actually yeah. it seemed to turn out better.
Lets just refer to this thread as the portcullis thread...
- Fri Jan 09, 2015 7:24 am
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 20741
- Fri Jan 09, 2015 3:55 am
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 20741
Re: door way / portcullis brushwork?
I only did it cause you posted yours.. :lol:
Another 40 mins to add the bars and so some texturing. I had medieval thoughts in my head initially, but had no idea how to texture it that way well so I went Egyptian.
http://i.imgur.com/IwnFBW9.png
If this was in a map I would imagine it would ...
Another 40 mins to add the bars and so some texturing. I had medieval thoughts in my head initially, but had no idea how to texture it that way well so I went Egyptian.
http://i.imgur.com/IwnFBW9.png
If this was in a map I would imagine it would ...
- Fri Jan 09, 2015 1:10 am
- Forum: Mapping
- Topic: door way / portcullis brushwork?
- Replies: 13
- Views: 20741
Re: door way / portcullis brushwork?
Textures look fine to me, but its missing the top point. Easily fixed.
Here is one I just started. I used grid 4 for the trim work only.

Here is one I just started. I used grid 4 for the trim work only.

- Fri Jan 02, 2015 8:08 pm
- Forum: Project Showcase
- Topic: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
- Replies: 6
- Views: 19178
Re: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
I had played an earlier version of this when I still had a psp. Its nice you guys stayed with it after all this time.
- Tue Dec 23, 2014 8:36 am
- Forum: General Discussion
- Topic: SuperDuper Quake 3.1
- Replies: 2
- Views: 2281
Re: SuperDuper Quake 3.1
Qool new version. Haven't seen you post in a while.
Some of the monsters are the mulicolored no model diamonds in DP.

That diamond seems like it has a shotgun and LOL's like Homer.
Some of the monsters are the mulicolored no model diamonds in DP.

That diamond seems like it has a shotgun and LOL's like Homer.
- Mon Dec 15, 2014 8:12 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Re: Quake .map format versus .Map 220 format
Good tip, thanks for sharing.
- Sat Dec 13, 2014 6:29 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198555
Re: The TrenchBroom Level Editor for Quake
Check github, but I believe that's already been suggested and its labeled under enhancement.
