tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Mar 17, 2018 16:13:53 GMT -5
Hey knightmare, just wondered. Does your engine support quake 3 style patches for curves surfaces or is old school curving all the way still?
If not that's cool. Your engine does support md3 models so I thought you may have/be implanting curve patch support.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Mar 12, 2018 21:35:37 GMT -5
Ah I understand now. Have you tried googling them at all? I haven't myself but surely there would be somewhere that has them.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Mar 12, 2018 4:26:08 GMT -5
Lots of elements involved in making an SP map. I have heaps of unfinished SP maps for my Q2 unit, but not gonna show anyone yet, haha. I've been trying to get good for years, even decades. I have real life to deal with too, but just starting to get back into mapping for this great game now and trying to finish my map sketches off and then map them out hopefully.
What theme are you going for anyways? This may help us to answer YOUR questions easier.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Mar 3, 2018 4:05:53 GMT -5
So I am really trying to get my preliminary sketches for my Quake 2 unit finished, and based on the types of maps I am making I am trying to find reference images for inspiration. At the moment I am trying to come up with some cool ideas for a smelting plant, and have been google'ing/youtube-ing every kind of smelting plant info I can find to trigger something awesome in terms of an idea. I also have some really old screenshots of areas I made that would perfectly suit a smelting plant map.
Trouble is I just need to try and make the map into a logical and awesome layout. IDK. I just wanna know what you guys do when you have a serious case of 'Mappers Block'?
Also I was gonna put my pipe prefabs up on here for download. They're all contained in one .map file for ease of use. Who's keen? The pipes are like the ones from the Small Pile of Gibbs map, the really good single player one, with 12 sided pipes in various configurations.
I forgot what else I was going to ask. I just really want the maps in my unit to look awesome. The Perfectionist in me is strong, and he's beginning to piss me off! haha.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Dec 27, 2017 6:37:58 GMT -5
Wow this looks really good!
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Aug 4, 2017 6:01:10 GMT -5
Looks really cool. Very classic look to it. My maps are so much more complex. Sometimes I wish I made maps this simple...oh well haha. Good work
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 3, 2016 19:49:09 GMT -5
Go to "File" in the menu bar, the look for "Project Settings". Click on that, then where it says "fs_game", put the name of your folder that contains the textures you made. So for example I have a mod folder called "destruct" in the quake 2 root directory. Inside this folder is a textures folder with my custom modified quake 2 textures, so when I want to use my textures, I put "destruct" in the "fs_game" input box. Then restart GTKRadiant and it will all be working for you hopefully. Cool? I hope I helped you mate
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 3, 2016 2:12:03 GMT -5
You need to setup the game directories to point to your folder instead of the baseq2 folder.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 3, 2016 2:09:33 GMT -5
Very classic Quake 2 mate. I will give this a go soon
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 2, 2016 18:31:49 GMT -5
get rid of the / before map. you don't need it for quake2 or kmquake2.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 2, 2016 3:41:37 GMT -5
Yeah I am disppointed too. I played Q3A this week and farout it is such a fast game! I miss this kind of gameplay immensely as you never see or play anything that fast anymore.
Like other people on fb and other forums have said - leave the class based crap to overwatch. I like simple and pure deathmatch like evety other red blooded fps gamer.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Nov 23, 2015 17:23:01 GMT -5
Not wrong marine. I need to look over my material again and really check my sketches match the maps description.
I don't want any of my maps to not show the descriptions function...i.e - a shipping depot with no crates and conveyor belts, lol.
The hardest part is coming up with fresh, un-boring structures and flow paterns to make it exciting and fun and amazing to look at. Plus I need to stop tweaking things so much and just get back to finishing the whole map.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Nov 22, 2015 21:29:46 GMT -5
Slowly. Haven't worked on my stuff for a long time. Not much mappong mojo flowing atm.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 28, 2015 4:51:10 GMT -5
Haha now I HAVE to play through it again!
Yeah I don't want the voiceovers to be too intrusive but they will be consistant as I'll be doing them all myself but will add effects to make them sound like the original sounds.
Just need to come up with some ideas. I should both play through q2 and gz/rl again and watch heaps of scifi movies to get dialogue ideas.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 27, 2015 9:37:41 GMT -5
Yeah that's probably why I've never played it hahaha.
Seriously I want to add custom voice com in my unit, so it feels like you are getting live updates as you play through the map/unit.
It's gonna be complicated for sure but if I can figure it out and get it to work it will be awesome and will hopefully make it way more immersive and fun to play through...that's the plan anyway.
Need to script some possible lines to record. Gonna be fun.
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