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 smdm02 - "Jigoku" By Silicone_Milk [WITHDRAWN] 
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: smdm02 - "Jigoku" By Silicone_Milk
You mean like this:

http://www.quake3world.com/forum/viewtopic.php?f=10&t=41613

(http://www.tabun.nl/dl/tab_decals_a.zip)

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Fri Jun 04, 2010 8:35 pm
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Joined: Sat May 29, 2010 4:49 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
I love you.

I had totally forgot that thread existed. I'll need to look it over tonight.


Fri Jun 04, 2010 9:02 pm
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Finally figured it out after reading through the q3map2 shader manual.

Used blendFunc GL_DST_COLOR GL_SRC_COLOR and removed the lightmap stage to get the result I was looking for.

See:
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Sat Jun 05, 2010 1:28 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
got some work done on another texture.

Still need to clean it up.

Also figured out why I was having such a hard time with getting the alpha working correctly on my textures.... I had been saving as a 24 bit TGA rather than a 32 this entire time :X

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Mon Jun 07, 2010 7:29 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Something new.
Started the layout from my graph paper doodles. Scattered some sign placeholders around to get a feel for things.

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Wed Jun 09, 2010 6:33 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
played through a couple maps to get a better feel for step depth/height/width, ceiling height, etc...

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(yes, that is slime. Something I think maps should have more of ;) )


Thu Jun 10, 2010 2:38 am
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Location: Somewhere near Berlin
Post Re: smdm02 - "Jigoku" By Silicone_Milk
Reminds me of SolarAE already. :)

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Thu Jun 10, 2010 2:36 pm
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
hehe thanks :)

I was busy last night/this morning -

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On the last shot, I was getting all kinds of z-fighting from a relatively short distance away on a couple spots. I'm wondering if that's normal for taking "ortho" shots with 1 fov?


The curved area (3rd shot) has an invisible jump pad to get to the upper level ;) Thought it should be mentioned since it looks like a bit of a retarded dead end.


Sat Jun 12, 2010 7:46 am
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Joined: Thu Apr 29, 2010 2:40 pm
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Change the r_znear value.


Sat Jun 12, 2010 7:58 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
*thumbs up*

Thanks man 8)


Sat Jun 12, 2010 8:00 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Zelda!


Sat Jun 12, 2010 11:56 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Zelda? How do you mean?


Sun Jun 13, 2010 1:26 am
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Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: smdm02 - "Jigoku" By Silicone_Milk
:D egyptsoc-esque ifya askme :D

i like them bricks. :D


Sun Jun 13, 2010 1:57 am
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
Changed some stuff last night. Simplified an area that seemed much too chaotic to me.

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I keep forgetting to put the damn secret word in the shots >=(


Mon Jun 14, 2010 5:09 pm
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Post Re: smdm02 - "Jigoku" By Silicone_Milk
I withdraw from the competition for I am officially living out of my car as of tomorrow morning.


Sat Jun 19, 2010 2:09 am
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