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Post by st1gmata on Dec 1, 2012 0:16:54 GMT -5
cant wait till they come =)
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Deleted
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Post by Deleted on Dec 2, 2012 20:08:58 GMT -5
holy crap dude you're getting sooo good at mapping! You've come such a long way great work mate! I haven't touched Quake 2 in so long, life is so busy these days. Man, awesome work ThX! Tmg for compliment.. I'm be more accurate in each new map, puzzling the smallest detail to get it well. I release maps on Christmas Eve........Meanwhile, you shaking dusting off your Q2..hehe.. Yeah..real life is busy these days.........ReAly Miss you guys !, now I must do all the work alone... cant wait till they come =) am glad that I've completed 3 maps for Q2 community.!. Soon a Upload link..
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Dec 3, 2012 9:10:18 GMT -5
Many great screenies here, Margaal!
And good to know this place is still there.
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Deleted
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Post by Deleted on Dec 10, 2012 20:33:02 GMT -5
Many great screenies here, Margaal! And good to know this place is still there. ThX Spirit !. ..M21 was a very complex and time consuming map for tweaking. sometimes trouble to find motivation, fix,repair shadow and light failures.... The gameplay against 8 bots with railgun & rocket is full action with many open space for ambush.... ..m24 is 65% complete, and will be release in next year 2013. For now must charging myself up, take short break... ..
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Post by DirtDemon [Q2C] on Dec 11, 2012 13:10:15 GMT -5
Very nice Margaal. I like the realism and quality of your work. As a former map maker I know how much time you must have invested. It gives me the urge to start mapping again...although I was never really that good at it. Very inspiring! ~DD
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Deleted
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Post by Deleted on Dec 11, 2012 17:49:05 GMT -5
Very nice Margaal. I like the realism and quality of your work. As a former map maker I know how much time you must have invested. It gives me the urge to start mapping again...although I was never really that good at it. Very inspiring! ~DD ThX.DirtDemon. urge to start mapping again...wow! that is a great compliment.. ...Yes of course it is time to come back and start mapping.. You can catch up at your dm6 & dm9 & dm12 level skill. Each mapper gives motivation by release his own map.. and that brings new ideas other mappers, it,s a circle... eventually we all do something for the Q2 community.. Through the years mappers created so many maps. `s really a challenge to invent something new and fresh. I always first look whether it`s not created already by Maric or J3st3r.....
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Post by DirtDemon [Q2C] on Dec 12, 2012 20:02:57 GMT -5
It's really nice to come here and see what's new and who's contributing. I missed out on a lot since 2005.
So... I started mapping again, just couldn't resist. ;D Maybe I'll have something to offer by Christmas. ~DD
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Post by Wixen1 [Q2C] on Dec 14, 2012 6:37:07 GMT -5
It's really nice to come here and see what's new and who's contributing. I missed out on a lot since 2005. So... I started mapping again, just couldn't resist. ;D Maybe I'll have something to offer by Christmas. ~DD Man..that's great news, always loved your maps. Cool to have you back.. -W1
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Deleted
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Post by Deleted on Dec 14, 2012 13:14:28 GMT -5
Yeah thats GrEat NeWs W1!.. Welcome back DirtDemon & HAve fun!.
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Post by DirtDemon [Q2C] on Dec 15, 2012 10:04:23 GMT -5
Hello! It's great to be back here. I Love this place! To show my appreciation... I want to contribute by sharing some of my work with the community. I'm looking forward to any feedback, my mapping skills are still a bit rusty. Lets all get in the holiday spirit! demondm20 coming soon... This was my first ever map (demonrail1a) transformed into a full blown deathmatch level. There are Plenty of secrets, twists and turns. It's a stand alone .bsp designed for 1 on 1, but I'm sure it can hold a few more players ;D demondm21 coming soon... This map has all custom textures. I'll keep posting updates as I progress. Take it Easy! ~DD
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Deleted
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Post by Deleted on Dec 15, 2012 11:33:45 GMT -5
Wow new maps in short time. Maps look promising!. dm21 make me curious, ( mysterious atmosphere ) .
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Post by knightmare on Dec 15, 2012 21:14:04 GMT -5
Looks very intriguing, DirtDemon.
Any plans to use texures with holes (alphatest) for that grate in the floor now that the v3.24 test build has support for it?
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Post by DirtDemon [Q2C] on Dec 15, 2012 22:31:25 GMT -5
Looks very intriguing, DirtDemon. Any plans to use texures with holes (alphatest) for that grate in the floor now that the v3.24 test build has support for it? hey knightmare, no plans unless I figure it out how this works in quark. I don't see any texture flags for it.
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Deleted
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Post by Deleted on Dec 16, 2012 10:33:37 GMT -5
Looks very intriguing, DirtDemon. Any plans to use texures with holes (alphatest) for that grate in the floor now that the v3.24 test build has support for it? hey knightmare, no plans unless I figure it out how this works in quark. I don't see any texture flags for it. Knightmare.. Hope you help us, make 1 small demo room , added this extra SURF_TRANS66 option.. We can try load this map in Quark and hopefully there is a number added in flags?!, iff so?!, we Quark users know how to activate this option.
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Post by knightmare on Dec 16, 2012 14:14:38 GMT -5
I installed Quark and it took me all of 5 minutes to figure out how to add the new flags. Open your Quark folder and go to addons\Quake_2 and the file DataQ2.qrk. Make a backup of this file and then open the original in a text editor. Go to line 132 where the last surface flag is listed (having line numbers on helps): Flags: ={Txt="" Cap="nodraw" Typ="X128" Hint="for clip textures and trigger textures"}
and paste this right after it: Flags: ={Txt="" Cap="metal" Typ="X1024" Hint="metal surface footsteps"} Flags: ={Txt="" Cap="dirt" Typ="X2048" Hint="dirt surface footsteps"} Flags: ={Txt="" Cap="vent" Typ="X4096" Hint="vent surface footsteps"} Flags: ={Txt="" Cap="grate" Typ="X8192" Hint="grate surface footsteps"} Flags: ={Txt="" Cap="tile" Typ="X16384" Hint="tile surface footsteps"} Flags: ={Txt="" Cap="grass" Typ="X32768" Hint="grass surface footsteps"} Flags: ={Txt="" Cap="snow" Typ="X65536" Hint="snow surface footsteps"} Flags: ={Txt="" Cap="carpet" Typ="X131072" Hint="carpet surface footsteps"} Flags: ={Txt="" Cap="forcefield" Typ="X262144" Hint="forcefield surface footsteps"} Flags: ={Txt="" Cap="gravel" Typ="X524288" Hint="gravel surface footsteps"} Flags: ={Txt="" Cap="ice" Typ="X1048576" Hint="ice surface footsteps"} Flags: ={Txt="" Cap="sand" Typ="X2097152" Hint="sand surface footsteps"} Flags: ={Txt="" Cap="wood" Typ="X4194304" Hint="wood surface footsteps"} Flags: ={Txt="" Cap="fullbright" Typ="X16777216" Hint="forces trans surfaces fullbright"} Flags: ={Txt="" Cap="alphatest" Typ="X33554432" Hint="for textures with holes"}
This also adds the footstep flags for Lazarus/KMQ2, and the fullbright flag to make volumetric lights look correct in KMQ2 with default settings. So to make textures with holes, you need to use a .wal texture with palette color 255 in it (or optionally a TGA texture with an alpha channel in the case of KMQ2), and set the alphatest and translucent flags. If you compile with KMQBSP3, it will automatically set the translucent flag for alphatest brushes.
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