Author Topic: New Tremulous map (unofficial)  (Read 72061 times)

Catalyc

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New Tremulous map (unofficial)
« Reply #60 on: May 09, 2006, 01:13:47 pm »
Are you loading all the shaders correctly? Trem doesn't include a common.shader, so caulk should also show up as a solid pink texture :D
ttp://tremmapping.pbwiki.com/

Argetlam

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    • http://www.myspace.com/joshconsla
New Tremulous map (unofficial)
« Reply #61 on: May 09, 2006, 02:58:32 pm »
These are great ideas and i do no a guy who was pretty good at making maps for control monger, If you would like to talk to him pm me and i will hook you up with his info.

Vector_Matt

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New Tremulous map (unofficial)
« Reply #62 on: May 09, 2006, 04:14:54 pm »
Quote from: "Catalyc"
Are you loading all the shaders correctly? Trem doesn't include a common.shader, so caulk should also show up as a solid pink texture :D
What would be the propper way to load the shaders so that it works? I've got the textures that came with GTK, Q3TADemo, and Q3ADemo, in the TremDir\Base directory in a .pk3 file, but I guess that I'm missing something.

Catalyc

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New Tremulous map (unofficial)
« Reply #63 on: May 09, 2006, 04:25:33 pm »
Quote from: "Catalyc"
Here is a zip with all the other stuff you need appart from radiant. Extract to your ./tremulous/base folder. It contains:
  • entities.def
  • common-spog.pk3
  • common.shader
  • shaderlist.txt (dunno if its complete, but most of the textures/shaders are there)



From this thread. I wouldn't recommend using Q3A/Q3TA textures (or textures from other games that aren't released under proper licenses).
ttp://tremmapping.pbwiki.com/

Survivor

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New Tremulous map (unofficial)
« Reply #64 on: May 09, 2006, 05:54:22 pm »
Don't know if it changed but the last time I downloaded the entity.def file the hive was missing from the team menu.
I’m busy. I’ll ignore you later.

Vector_Matt

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New Tremulous map (unofficial)
« Reply #65 on: May 09, 2006, 06:17:16 pm »
Quote from: "Catalyc"
I wouldn't recommend using Q3A/Q3TA textures (or textures from other games that aren't released under proper licenses).
I only got them because I though that they might have the missing shaders etc... But thanks for the tip.

And thanks for the link I had everything but the common.shader stuff.

EDIT: well i packed the shader stuff into a .pk3 and this is the what the map looked like, Picture1

On a more interesting subject, shots of the bunkers:

First floor

Second floor

Vector_Matt

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New Tremulous map (unofficial)
« Reply #66 on: May 10, 2006, 10:59:41 pm »
Bump. See edited post. ^

AzaToth

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New Tremulous map (unofficial)
« Reply #67 on: May 10, 2006, 11:15:55 pm »
Quote from: "Vector_Matt"
Quote from: "Catalyc"
I wouldn't recommend using Q3A/Q3TA textures (or textures from other games that aren't released under proper licenses).
I only got them because I though that they might have the missing shaders etc... But thanks for the tip.

And thanks for the link I had everything but the common.shader stuff.

EDIT: well i packed the shader stuff into a .pk3 and this is the what the map looked like, Picture1

On a more interesting subject, shots of the bunkers:

First floor

Second floor

Thast's low quality :/

Vector_Matt

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New Tremulous map (unofficial)
« Reply #68 on: May 10, 2006, 11:20:09 pm »
Just how is it "low quality"? If you know ow it can be improved then let me know. And it's a military bunker, bunkers aren't supposed to be fancy.

AzaToth

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New Tremulous map (unofficial)
« Reply #69 on: May 11, 2006, 12:20:37 am »
Quote from: "Vector_Matt"
Just how is it "low quality"? If you know ow it can be improved then let me know. And it's a military bunker, bunkers aren't supposed to be fancy.

I ment that the textures looks so "blocky", and the colors is strange.

[db@]Megabite

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    • http://www.tremulous.info
New Tremulous map (unofficial)
« Reply #70 on: May 11, 2006, 12:33:09 am »
A bunker consisting of no more than 20 brushes with a single texture and no discernable light source is not exactly high detail..
though performance should be good! ;)

Okay, to build a nice bunker you may take a look at games like Castle Wolfenstein, Medal of Honor, Call of Duty... even Doom3 and Quake2-4 should give some nice impressions. Basic layout first, then detail... ramps only where they make sense.. metal stairs are fine, maybe some inventory like computers, tables, crates, anything... and something emitting light, maybe some neon lights?
Texturing all in a concrete & metal theme and you are done!

Cheers, Danny
url=http://www.tremulous.info][/url]


Vector_Matt

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New Tremulous map (unofficial)
« Reply #71 on: May 11, 2006, 02:59:05 am »
Thanks for the info, when I get the shaders, scripting, etc... done I'll work on detailing the place.

RedGuff

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Mobile machineguns !
« Reply #72 on: May 11, 2006, 05:54:40 pm »
Hello. I suggest to create mobile parts, in order to install machineguns and acid tubes !
PS : If you want more inspiration, you can try Nexuiz (Free, GNU), or UT99 (free demo avaliable, commercial).
Thanks
Fumer tue !