Search found 468 matches

by xaGe
Thu Jan 22, 2015 10:33 am
Forum: Tutorial Help
Topic: Tut section hijacked
Replies: 14
Views: 11318

Re: Tut section hijacked

Not sure if Frik or whoever has the time. You should definitely try Prydon at least once or twice. :)
by xaGe
Thu Jan 22, 2015 6:43 am
Forum: General Discussion
Topic: Holo lens?
Replies: 8
Views: 2989

Re: Holo lens?

Cool concept video. I love how microsoft is ALREADY working Minecraft in to their adverts. :lol:
by xaGe
Thu Jan 22, 2015 6:37 am
Forum: Mapping
Topic: E4M3 (elder god Shrine) Reports wrong tex?
Replies: 5
Views: 4234

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... 8)
by xaGe
Thu Jan 22, 2015 1:40 am
Forum: Modeling
Topic: Create .bsp models from within maps
Replies: 54
Views: 32498

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 don...
by xaGe
Wed Jan 21, 2015 11:57 pm
Forum: Tutorial Help
Topic: Tut section hijacked
Replies: 14
Views: 11318

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://icc...
by xaGe
Tue Jan 20, 2015 8:58 pm
Forum: Modeling
Topic: Create .bsp models from within maps
Replies: 54
Views: 32498

Re: Create .bsp models from within maps

Dude, got you back there, no worries... :D
Cobalt wrote:I suppose these could look alot better as hires, but I dont know how to convert them.
by xaGe
Thu Jan 15, 2015 2:53 am
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8413

Re: door way / portcullis brushwork?

Nice work.
by xaGe
Fri Jan 09, 2015 9:29 pm
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8413

Re: door way / portcullis brushwork?

Your second one does look better ceriux.
ceriux wrote:hope i did this right, but actually yeah. it seemed to turn out better.
Very nice also GB!

Lets just refer to this thread as the portcullis thread... :mrgreen:
by xaGe
Fri Jan 09, 2015 7:24 am
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8413

Re: door way / portcullis brushwork?

Looks good to me! And you already added wall torches which I had in mind for somewhere on mine as well nice. :)

A few lighting ideas before bed.

Image
by xaGe
Fri Jan 09, 2015 3:55 am
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8413

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 have lots...
by xaGe
Fri Jan 09, 2015 1:10 am
Forum: Mapping
Topic: door way / portcullis brushwork?
Replies: 13
Views: 8413

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.

Image
by xaGe
Fri Jan 02, 2015 8:08 pm
Forum: Project Showcase
Topic: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
Replies: 6
Views: 5397

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.
by xaGe
Tue Dec 23, 2014 8:36 am
Forum: General Discussion
Topic: SuperDuper Quake 3.1
Replies: 2
Views: 1682

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.

Image

That diamond seems like it has a shotgun and LOL's like Homer.
by xaGe
Mon Dec 15, 2014 8:12 pm
Forum: Mapping
Topic: Quake .map format versus .Map 220 format
Replies: 25
Views: 15681

Re: Quake .map format versus .Map 220 format

Good tip, thanks for sharing.
by xaGe
Sat Dec 13, 2014 6:29 pm
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 130778

Re: The TrenchBroom Level Editor for Quake

Check github, but I believe that's already been suggested and its labeled under enhancement.