Game Editing > General Content Creation
General WIP
kat:
It's been a long time since I really looked into it but yes, I think it was related to the way Radiant 'pathed' the texture/shaders for the MD3 files, it meant that whilst they worked in-game when you opened them in the editor you'd just get the missing shader black/red checker. The odd thing, iirc, was that not all the models worked correctly when compiled so they must have included a number of broken assets in the editor pack anyway. I'm looking forward to seeing more from this project too.. Lordy knows it's been sat on for long enough! (real life etc.. etc..)
ratty redemption [RIP]:
understood and i vaguely remember the missing textures now you mention them. odd that they released the sdk in that condition, something i doubt either of us would do without first checking our assets worked with the publicly available editing tools used at the time.
and kat, just keep in mind the old saying 'better late than never' he he ;)
kat:
Some screenshots from the first level of Generator. 1 level down about 4 or 5 to go. These may be a bit on the dark side due to the way gamma adjusts when the game is running, but the general setting it at night so you can't really go crazy with lighting when outdoors (level is outdoors, eventually leading indoors). Also, there's no terrain blending on this because of the way it was built - alphaMod works but it a bit to time consuming to put into place for a large terrain; this is where being able to do simple vertex blending a-la Doom3 would be sooo very handy...
Reused the 'keep' from Castlekeep
Terrain section
Man-made structures (canal)
ratty redemption [RIP]:
from what i can see, it looks very atmospheric, also the first image reminds me of quake1, which is cool.
carnage:
Wow those screenshots look awesome. Makes me want to dust of the editing tools for rtcw again. Nice work.
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