Forum posts

Posted 7 years ago2017-09-28 18:09:25 UTC
in Liquid Space Post #337580
Make the game yourself. Also, I think that you need someone to constantly guide and teach you. :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-28 16:36:24 UTC
in Liquid Space Post #337577
In my area, we have a saying: "Uletio si kao muha bez glave.", which means "You flew in like a fly without its head.". Basically, it's used for people who "jumped" into doing something, but without any prior knowledge and experience.

You're that fly.
And the difficulties of being a noob really discourage you from everything. Laziness is a consequence, in my opinion, even though laziness makes your situation worse.

As we have said, many times, start off with something simple, be consistent, ask questions, and make progress. It's sort of like school. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-25 11:07:09 UTC
in Half-Life: C.A.G.E.D. Post #337518
Having played quite a few HL mods, I can safely say that there's a handful of them that ran badly. C.A.G.E.D. being optimised truly shows that some people still care for us people with bottom-end hardware. And that's why I'm thankful. :)

Though, my laptop isn't a potato. It's a bean. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-25 10:49:54 UTC
in Custom Half-Life - Discord Server Post #337517
Joined. :)
Just remember to promote it well if you want lots of members.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-23 20:44:00 UTC
in Half-Life: C.A.G.E.D. Post #337500
@SourceSkyBoxer
I am sure that Cayle has heard of it before and probably used it many times. But, I think that the lack of func_detail was done intentionally. Hmm...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-23 19:10:16 UTC
in Half-Life: C.A.G.E.D. Post #337497
Short, but sweet. Very sweet.

I was nicely surprised by the fact that the lowest framerate I could get was actually 17fps. It only happened in the area where the prison control van came:

User posted image


I checked the system requirements and thought "Okay, I can run it, I passed the minimum requirements. Let's hope it will stay above 15fps most of the time."; but I totally didn't expect it to be above 40fps most of the time. :D
(though, I did disable r_dynamic because of the explosions)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-20 19:38:58 UTC
in Post your screenshots! WIP thread Post #337452
User posted image
Since screenshots have been about modelling lately, I guess it's time to show how much of a noob I am in 3DS Max. :P

This is something for CryEngine 1. There will be a beam in the middle, and I'll use the beam to test out some cool things with materials in CE.

Even though the model actually started out as a project for testing texture properties, it served another purpose: practising how to design stuff. I started with just one plane (which I split in half) and a circle. After a few minutes:
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And then:
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As much as I'm a fanboy of CSG-based mapping (or BSP), I sort of like this way of making maps, or at least in CryEngine. :D
I would've used Far Cry 1 assets, but they don't suit my needs. So, I decided to make my own. This is pretty new to me. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-17 17:42:56 UTC
in Liquid Space Post #337427
Example of what you get by practising for a few years:

Early 2015:
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(don't bother translating, it would make you cringe)

2017:
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This is an example in mapping, of course. Programming/coding may or may not take longer than that.
Now imagine what would happen to you, after a few years of practice. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-12 14:10:21 UTC
in Post your screenshots! WIP thread Post #337382
So, I'm glad that nobody was a butt, saying bad things about my school map. :)
This version is really more focused on saving the school, rather than destroying it, so I'm not surprised.

@ninja defuse
Looks like a HEV helmet, lol. Since it's somewhat boxy, I'd assume it belonged to a HEV Mark I suit. :D
I don't know, it just looks "classic" to me.

@Shepard
Finally...

Also, I think of this id Tech 2 situation as if it were Source. Like, HL2 is on Source, but CS:GO is also using Source, although it uses a newer version of it. So, I think that Quake and Quake II are both on id Tech 2, but the older iteration of id Tech 2 is called "Quake engine". :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-11 16:59:49 UTC
in Post your screenshots! WIP thread Post #337378
Whatever, I'll call it id Tech 1. >:P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-11 15:04:10 UTC
in Post your screenshots! WIP thread Post #337376
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I've decided to go back to my first "big" mapping project. :D
My school map holds a special place in my heart, so I wanted to remake it. And now that I'm going to high school, I'll absolutely have to remember my elementary school somehow. So, this map is super-early, and there will be A LOT of work to do, but I know exactly how to maintain the development. >:)

I have the pictures, I have some textures, I know how it looks.
Oh, also:
User posted image
Hahahahaha, south-Slavs will understand the best. ;)
This sprite was made for the event when I played CS at school with my classmate. :3

Except now I'm going for a more friendly theme: defending the school from an alien invasion.

Yes, this is for Sven Co-op. One part of the players will arrive in a battle tractor, while the other part will just wait for them at the school. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-09 18:05:45 UTC
in Post your screenshots! WIP thread Post #337362
Cube 2: Sauerbraten.
I decided to check out how Cube mapping is and maybe make a map. I was nicely surprised:
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3D menus + good performance + interesting 'brushwork' flow + co-op mapping feature. I adore it.
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Seriously, these lightmaps are so detailed...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-05 18:54:03 UTC
in Post your screenshots! WIP thread Post #337315
@Snehk
So, Poles would say my name like the Americans do? XD
You know what? Germans pronounce it the best. My name totally sounds good in German. :P

I actually once worked on my HL mod about me, and yeah... too bad I'll never finish it.
Basically, it would feature a bunch of characters (including good, old Jody the foxgirl :3) and there would be dialogue. My name would be said a lot of times, lol.
For some reason, a part of me wants me to work on the mod again. Uh oh...

Yeah, I'm looking forward to working on it once more. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-05 18:03:02 UTC
in Post your screenshots! WIP thread Post #337313
That's what I meant, I just wanted to make it easier for people who probably don't know the phonetic pronunciation of my name. :P

The original "Admer" is pronounced like "Udd-mehr", while the second version, appropriate for English speakers, is pronounced like "Add-mer". Lol.
User posted image
Well, it looks like I've started working on the 3rd part. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-05 15:32:13 UTC
in Post your screenshots! WIP thread Post #337309
@Urby
I.m.o. "Quadmer" is like "Qu-adam-er", so it's a bit harder. :lol:
Unless it's pronounced like "Quad-mer".

Admer is even harder to pronounce for us native south-Slavic speakers. "Udd-mehr"
If we ever talk to each other on one occasion, you'd hear the two correct pronunciations. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-04 20:38:13 UTC
in Post your screenshots! WIP thread Post #337289
I once worked on a mod called "Admer: The game".
ROFL.

But yeah, Qadmer, QuAd or QuAdmer would be nice. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-04 19:47:58 UTC
in Post your screenshots! WIP thread Post #337286
"QuAdmer" would be weird to pronounce, lol.
Another alternative name would be Quake456. Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-04 12:19:12 UTC
in Post your screenshots! WIP thread Post #337281
@abbadon
There's a problem, though: high school. It starts tomorrow and I won't have any time left for mapping. Maybe a few hours per day during the weekends, but until the summer and winter breaks, that's pretty much it. :P

The entire map is pretty much playable now, and it's pretty long. I'm referring to what's been done in the editor. The final half of the map still needs to be created. That's basically the part when you take the path to destroy the castle. :D
The map is currently at 27k clipnodes. I'm not really surprised, considering the size of the map:
User posted image
:gak:
It's big.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-03 16:04:27 UTC
in Post your screenshots! WIP thread Post #337262
@Windawz
If people feel confused, they can either ask someone, or take a look at the idTech family tree.

idTech 2 is the Quake engine but it's also Quake 2's engine (but, as Snehk said, it was modified for it).

Also, look at this... thing:
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-03 08:42:23 UTC
in Post your screenshots! WIP thread Post #337253
Epolys crop the framerates less than wpolys, so I don't think it would drop that hard.
Also, the year being 2017, I'm just tired of 'flat' maps. :/

I know that I should just move on to a new engine, but my point is to push the oldies to the limit. :D
It's like trying to increase the speed of an old rust bucket (car). You can break it half-way through. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-03 06:35:58 UTC
in Post your screenshots! WIP thread Post #337251
"Several areas like that on one level would kill GS."
According to that, the cliffs by Windawz would kill IdTech 2 (Quake engine). Not quite the case. In my Quake map, I have quite a few terrain sections and that's not really low-poly terrain. Also, caves made out of tetrahedra. :P
The clipnodes are at 20k, though, so I'll consider switching to the BSP2 format and to a sourceport which supports BSP2.

And in GoldSRC? Well, the cute, little cliff in my picture up there has around 1100 clipnodes and 900 wpolys. So, having more of these sections in the map wouldn't reach the limits and the framerate impact wouldn't be big. However, it did take 10/64 AllocBlocks, but that's because I scaled all of the textures to 0.500. :P

In short:
Stop underestimating these old engines...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-02 12:27:45 UTC
in Post your screenshots! WIP thread Post #337233
@Kachito
Because nobody is preventing me from doing that. :P

Also, this doesn't even have a "grid":
User posted image
I care and I don't care about optimisation at the same time. Haha.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-01 20:00:59 UTC
in Post your screenshots! WIP thread Post #337221
Not just tetrahedra. In this case, I used triangular prisms.
Also, this UV lock testing was for the purpose of what I'm about to write:

You basically have a 'grid' of triangles in the top view, which are actually either tetrahedra or triangular prisms.
However, you want a seamless texture, but it has to be applied on a huge surface yet stay detailed enough:
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(this one is small, so 512x512 is enough)

You'd have to have four 1024x256 textures applied on 4 rows. :P

This testing was simply my way to check if the grid should be "strict":
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Or if it can also be a "free" grid:
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Here's why:
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The free grid would have seams. :P
But, this way, we can avoid seams! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-01 16:11:14 UTC
in Post your screenshots! WIP thread Post #337215
To be honest, I'm the one who should be sorry. :P
Anyway, back to some screenshots:
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Aww, this is cute. :3
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This is cuter! <3
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This is more of an imitation of CryEngine's terrain. The textures are projected mostly in one axis (in this case it's the Z axis).
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Now that looks less like GoldSRC i.m.h.o. :P

Lastly, I've tried out J.A.C.K.'s built-in UV-mapping lock emulator.
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It works well enough if you move the vertices in one axis.
The left side was moved in both the X and Y axis, while the vertices on the right side were only moved in the Y axis. ;)
(and then the Z axis but without the UV lock :P )
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-09-01 10:22:31 UTC
in Post your screenshots! WIP thread Post #337209
"I haven't yet done anything serious yet"
:gak:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-30 15:10:47 UTC
in Half-Life 3 released! Post #337169
@Windawz
I can't believe that I lived to see Half-Life 3, be it a mod or something else. :D
I'll play it too.

Edit:
However!
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Hmm... looks suspicious. Not going to play it. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-30 14:31:56 UTC
in Half-Life 3 released! Post #337167
Nice. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-28 17:41:31 UTC
in Post your screenshots! WIP thread Post #337143
Haha, Windawz does it like it's done in the classical mapping times. :D
I like it, just beware of the "Reached occupant" error, i.e. don't make your cliphulls leak.

I've mostly textured these, though:
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Don't even mention the air conditioner. xd
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Silly me, I forgot to add toilet paper. :lol:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-27 12:26:51 UTC
in I will Begin! Post #337099
"It's just hard and i have learned nothing. It's worthless."

Because you're not even trying. If you want to learn it, you'll have to do nothing else, but spend 10+ hours a day using your PC, learning how to code.

That's what I did with mapping. I went too far and now I'm here, I know so much. A similar thing would happen if you'd code like that.

But, it's too late now, I guess. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-27 10:09:03 UTC
in Why is it green? (lighting problem) Post #337094
You know what else it might be?
Your brightness and gamma settings in Half-Life's video options. :P

If that isn't it:
Lastly, try to play around with some RAD parameters.
-texreflectscale
A smaller -bounce value like 4 (default is 8, and 9 on -extra).
-gamma
-texreflectgamma

Or, you can use -notextures and see what happens (though, I advise against that :P).
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-27 10:04:00 UTC
in I will Begin! Post #337093
Why did you stop?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-26 07:19:10 UTC
in Post your screenshots! WIP thread Post #337062
Maybe I should post less when it's midnight. Or not post at all.

But, it's true, I've reworked stuff in my maps. One part I can remember is the bricks in de_kobbl (as well as a part of the terrain and that wash basin).
There were moments where I had to do it in not just mapping, but modelling as well... now that was a pain in the neck. At least I managed to do it. :P

Anyway, going back on topic:
User posted image
No, I don't want to learn modelling because I don't have as much time as I us-
Oh, wait. If I wanted to learn modelling, I'd have to do it the same way I learned mapping - by simply not doing anything else on my laptop and completely focusing on modelling.
I don't want to do that. :P
User posted image
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Yeah... this is Quake 1 alright. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-25 21:38:19 UTC
in Post your screenshots! WIP thread Post #337059
@Instant Mix
Lucky me, I guess. I did have to rework parts a bunch of times, though. And not just simple things. It includes detail props like pillows (pretty not-easy to make!), a blanket and a toilet (yeah, I literally redid those).

Grigori's quotes from HL2 truly fit me well. "The work of a man who once had too much time on his hands [...].".
I have a whole life in front of me, so do you, and some people have lived through a half of it. Don't worry, there's still time, you and I will finish our projects someday (and that applies to all mappers!). There's time, and that's all that matters. :)

Hmm, but once (or if) we become grandpas...

Man, imagine mapping in the 2050's and 60's. NHLT v55 is released, mapping tools are so sophisticated, etc.
Or, wouldn't Source (or Source 2) then become what GoldSRC is now? :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-25 11:29:57 UTC
in Post your screenshots! WIP thread Post #337026
unless it has something that's worth the £15+
That's the thing. It doesn't. At least not yet.
I.m.o. it's more like a way of saying "Thank you" to the developer, which I might do after I open that bank account. :P

Hey, at least it's not €45 or something! xD

Lastly:
I.m.o. having to rotate a detailed part of the map is probably the result of not-so-good planning. This is why I don't like mapping according to my instincts, but then again, I don't have much to worry about because I add the real details much later on.

In the end, everything can simply be reworked, and even if it takes time, it's worth it, no?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-25 11:20:08 UTC
in Post your screenshots! WIP thread Post #337024
Leaving my comment here:
I use J.A.C.K. 1.1.1064, which is the free version, and I rarely had any problems with off-grid brushes.
When I create arches, cylinders or anything curved, I mostly use the Block tool for that, because whatever you produce, the shape gets no off-grid vertices.

And, when I want to make slanted surfaces on structures like that, I'd use a pencil and the VM tool. I basically place the pencil on the screen, and I use that as a line from one edge to the centre of the brush. And that's how I 'scale' the vertices without using the Vertex Scale function. :P

Use pencils! They're your best friends! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-23 21:35:04 UTC
in Post your screenshots! WIP thread Post #337005
Windawz, just create one light per texture and specify the texture name in the keyvalues, and you'll see! It's 2017, not 1996.

I got incredibly pissed off right now, thanks to you two. >:(
First, it's not Quake itself that has texlights, but it's the compiler that supports them or not.

Second, Quake maps can have coloured lights and bounced lights. Why are you so stubborn?
Bounced lights are up to the compiler, and coloured lights are up to the compiler and the sourceport.

Tyrutils-ericw is a special branch of TyrUtils that was made for better lighting stuff.
Including projecting textures themselves into lightmaps!

Sorry for getting mad like this, but I tried to calm down. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-23 07:40:44 UTC
in Post your screenshots! WIP thread Post #337002
Texlights? Just create a light entity and, you know, my FGD will probably help you. :3
No need to define any spotlight cone angles, just leave them as they are.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-22 07:23:15 UTC
in Post your screenshots! WIP thread Post #336992
This is GoldSRC, I swear:
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"The work of a man who once had too much time on his hands, and now finds time for nothing but the work of salvation."

I.m.o. the quote describes it well. My tutorial can be considered as salvation, and the map is pretty much for the screenshots in the tutorial. XD
Many mappers still don't know how to make terrain. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-21 09:35:34 UTC
in Post your screenshots! WIP thread Post #336974
I meant education as in 'elementary school -> high school -> college', not "learning". If I wanted to point that out, I would've said "I haven't finished learning".

Once I become a retired grandpa or something, then I'll probably have more time... ah... mapping in the 2060's. :] (assuming I live that long)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-21 08:02:45 UTC
in Post your screenshots! WIP thread Post #336972
@abbadon
Well, I am a total noob in modelling, but I don't want anybody's assets. :P
It took me 1.5 years to become a mapping 'expert', now I'm a pro in mapping. xD
The ranks after that: master, semi-god, god.

As for modelling, I'm still a baby. :c
I guess I could somehow adjust Blender to work like 3DS Max, at least in terms of hotkeys. And then, time to look for tutorials, and spend one year in trying to become better.
Now, this is the problem of making a mod:

You're giving me ideas to work on while I'm already fed up with projects of my own. I'll release my 32nd tutorial today, for example.

This is what I haven't finished yet:
  • Kobbl for Sven Co-op
  • My giant megatutorial
  • My tutorial series for Far Cry 1
  • My school map
  • My Quake map, 4Way
  • My 32nd tutorial
  • My carving tutorial
  • fun_kobbl for Counter-Strike 1.6 (now that the clipnodes are okay, I guess I can work on it again)
  • My Far Cry mod about burek
  • My school map for Sven Co-op
  • My 'crater' map
  • My de_dust2 port to Far Cry
  • Sandstorm for Sven Co-op and Obsidian Conflict
  • My tutorial series in Bosnian
  • Left 4 Crabs for Sven Co-op
  • Jungle Mission for Sven Co-op
  • My HL mod (but I'll just not work on that one any more)
One option would be to just release all of the source files, but then, some people would be terribly disappointed.

And last, but not least, I didn't finish:
  • My education
So, the time when I can work on my projects is a bit limited. And once high school starts, it will be even more limited! That's why I want to spend some time, and actually finish something, instead of starting a new project and not finishing it.

Not finishing my projects makes me feel empty and sorry for myself, and sorry for others that they won't get to see it in the project's full potential.
Finishing projects makes me feel happy and more complete. And other people will feel a bit better as well.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-20 21:06:27 UTC
in Post your screenshots! WIP thread Post #336966
@abbadon

Problem:
I don't know enough to start Quake modding.

This is a mistake I've done in the past (albeit, a good mistake because I met Jody and I improved my mapping skills, and started texturing etc.).
I tried to make a Half-Life mod when I was a noob, and I got bored of it.

I'm afraid that the same thing will happen in Quake.
I'd need to learn Quake modding first...

Hmm, also, I'm much more into singleplayer than multiplayer, so my mod would likely die pretty soon. Or I could add co-op missions... yessss. Muahaha.

But no, I'll not make a mod. Not yet.

If I do, however, I know who to pick for my mod team.
@Windawz I'm looking at you. wink wink
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-20 15:58:55 UTC
in Post your screenshots! WIP thread Post #336956
@Victor
Don't worry, you're not alone. I also need to learn that. xd

Meanwhile:
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So, this will be in a secret room. You press the button, and then there goes a lot of blood. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-19 07:32:09 UTC
in Post your screenshots! WIP thread Post #336931
More screenshots:
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New section:
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My map has grown a lot. :o
But the theme... it's like 4 maps in one at this moment.

Edit:
I've got an idea. In one of the secret apartments, I'll put a text on the wall which says "Admer and Jody were here <3". I think it would be funny.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-18 08:14:23 UTC
in TWHL's Discord? Post #336929
"just Admer, but he behaves himself, I can assure you that."
I'm melting right now. x3
It is true, though. In a real-time chat, I'm always more careful, because it's easier to screw up.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-18 05:50:28 UTC
in Post your screenshots! WIP thread Post #336927
@SourceSkyBoxer

Everything is OK, you only need the Q.wad file.
I've also made a WAD with the Skip and Hint texture, as well as my custom Quake FGD.

http://gamebanana.com/tuts/12452
You can find the links there. ^
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-17 19:43:50 UTC
in Post your screenshots! WIP thread Post #336921
q3map2 doesn't suck. It's awesome.
I just don't want to use it.

I'll stick to TyrUtils-ericw. :3

https://ericwa.github.io/tyrutils-ericw/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-17 19:33:56 UTC
in Post your screenshots! WIP thread Post #336919
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I've decided that a stone wall would fit the map's theme better:
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Bricks! :D
de_kobbl's legacy. ;)

https://www.youtube.com/watch?v=b3ofOEnwTRw
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-13 20:06:15 UTC
in Post your screenshots! WIP thread Post #336872
User posted image
Having fun with the Quake FGD because the one which came with J.A.C.K. lacks many parameters.
It's technically a work-in-progress thing, so I decided to post a screenshot. :3

Edit:
Oh, I've noticed a mistake, I should replace some (integer)'s with (choices). Lol.

Edit #2:
I've noticed another mistake. It seems that strings need quotation marks. xd
(that's what I get for being too fast)

Edit #3:
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Hihihi :crowbar:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-12 21:42:36 UTC
in Post your screenshots! WIP thread Post #336866
More screenshots: (from the QuakeOne thread)
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Discovered that _minlight can be used on brush entities:
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See more:
Link
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-08-12 07:22:40 UTC
in Post your screenshots! WIP thread Post #336859
Maybe there's superglue between those stone bricks. :P
Admer456 Admer456If it ain't broken, don't fox it!