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 Post subject: ob_cc2 - WIP
PostPosted: Wed Apr 06, 2011 4:13 pm 
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Expert
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Joined: Wed Aug 04, 2010 6:34 pm
Posts: 221
Location: Slovenija, EU
Hi!

Last November I was porting a classic quake3: True Combat 1.2 map tc_cc2. The map is far from being finished (the base layout needs some tweaking because of some nasty fps drop spots) but here is a low-quality video preview.

http://www.youtube.com/watch?v=2zvwWSfp ... page#t=38s

cheers

ps: I can share the .map if someone wants to work on this one.


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 Post subject:
PostPosted: Thu Apr 07, 2011 1:46 am 
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Joined: Mon Apr 30, 2007 5:00 pm
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seriously, it might just be my selective memory, but i had no recalling of TC:E ever looking that good...


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 Post subject:
PostPosted: Thu Apr 07, 2011 10:29 am 
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Sharp Shooter
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Joined: Wed Apr 26, 2006 9:49 am
Posts: 30
Location: Naked gaming FTW.
Cool, you're using normal maps for the textures :) And some sort of reflection map for the glass roof?

And 1k texture map size?

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 Post subject:
PostPosted: Thu Apr 07, 2011 2:09 pm 
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Thanks Piney and Prowokator!

The reason why TCE stock maps don't look like that is:
~ 1k+ (read: 1024x1024 and bigger) textures
~ different compile parameters than stock tce maps
[q3map2] -light -bouncegrid -custinfoparms -dirty -gamma 1.4 -fast -fastbounce -bouncegrid -patchshadows -v -areascale 1.3 -bounce 3 -dirtmode 1 -samplesize 16 -lightmapsize 1024 -samples 4 "[MapFile]"
~ some bigger brushes are connected together using func_group and have set _lightmapscale 0.125

Unfortunotely no. I didn't use normal maps here, because this still is stock W:ET engine. I have to try this map with the ETXreal binaries (and normal maps) once, now that current radeon drivers work with xreal.

ps: Yes, I'm using the stock TCE glass material with fake reflection.


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 Post subject:
PostPosted: Sat Apr 16, 2011 1:54 pm 
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Joined: Wed Aug 04, 2010 6:34 pm
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Location: Slovenija, EU
Hi again!

Currently I'm working on another map (lack of good ideas for cc2), which is primarily intended for different ID-based game, but will have version compatible with TC E/cqb.

A few screens for those that are interested:


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 Post subject:
PostPosted: Sat Apr 16, 2011 3:03 pm 
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nice to see code43 is still alive, how's the developpement?


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 Post subject:
PostPosted: Sat Apr 16, 2011 5:43 pm 
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Master
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Joined: Fri Sep 29, 2006 1:13 pm
Posts: 263
Location: Slovenia
Nice sxy so this is for code43 do you need testers ? :)
(just can't test right now coz i am having problems with pc allready 3 weeks without it and idk how long will take coz *i-need-a-broader-vocab* mobo and gfx (using shity old pc now :( ))


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 Post subject:
PostPosted: Sun Apr 17, 2011 9:21 am 
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You have very good eye! :)
C43 dev is at a smaller stall atm because problems with programmers, but we are still alive and kicking, and will probably get a new coder. (one of my friends)
Also, our engine finally works on ATI hardware again (11-3 catalyst works great).


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 Post subject:
PostPosted: Sun Apr 17, 2011 4:55 pm 
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Sharp Shooter
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Joined: Tue May 03, 2005 7:18 am
Posts: 54
Exquisite work - do you have a webpage or something where one can follow up on what you do?

O

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 Post subject:
PostPosted: Sun Apr 17, 2011 6:09 pm 
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Yes code43.net but the webpage is a bit outdated. There is also high probability that we will move to another, more refined game engine.
cheers


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 Post subject:
PostPosted: Mon Apr 18, 2011 10:55 pm 
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Sharp Shooter
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Thanks, sxy - will check it out!

O

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