Search Results
|
Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
|
|
Thread: 3XIX´s Graphic Update [Stopped]
Post: RE: 3XIX´s Graphic Update diary
A little update,
sadly i have bad news, i found some more flaws within the game engine which will cause trouble with performance later on.
The first issue you already know by now, which are the ... |
|
3XIX |
Mapping and Modding
|
4 |
1,250 |
28 Jun 23, 03:13PM |
|
|
Thread: 3XIX´s Graphic Update [Stopped]
Post: RE: 3XIX´s Graphic Update diary
Thanks Bukz!
The reason i do this is because it´s a challenge, it´s not like taking any obj. or other format and simply drag and drop. Also my focus is on performance, where i will explain somethin... |
|
3XIX |
Mapping and Modding
|
4 |
1,250 |
23 Jun 23, 01:06PM |
|
|
Thread: 3XIX´s Graphic Update [Stopped]
Post: RE: 3XIX´s Graphic Update diary
Link for the Icons & HUD elements (Unfinished, can be modified/used/expanded by anyone)
https://workupload.com/file/y22JcaEL4bF |
|
3XIX |
Mapping and Modding
|
4 |
1,250 |
22 Jun 23, 11:21PM |
|
|
Thread: Weapon Port from SoF Payback & AC
Post: RE: Weapon Port from SoF Payback & AC
Bukz Wrote: (21 Jun 23, 06:52AM)
--
These are awesome! Nice work, though I did notice in my brief testing that there is no muzzle flash on the g36, was this intentional? Do you know what the license ... |
|
3XIX |
Mapping and Modding
|
3 |
1,241 |
21 Jun 23, 11:18AM |
|
|
Thread: Weapon Port from SoF Payback & AC
Post: Weapon Port from SoF Payback & AC
Hey,
some guns ported from Arctic Combat & Soldier of Fortune.
MP5:
https://i.imgur.com/hxL0Vg5.jpg
Sniper:
https://i.imgur.com/6MuqgLa.jpg
Glock 17:
https://i.imgur.com/1jwA4QT.jpg
... |
|
3XIX |
Mapping and Modding
|
3 |
1,241 |
20 Jun 23, 03:52PM |
|
|
Thread: 3XIX´s Graphic Update [Stopped]
Post: 3XIX´s Graphic Update [Stopped]
Hey hey,
As you might know by now, i´m working on updating graphic aspects of this game. Some might have asked themself why i haven´t shared the Blossom Map reproduction, the answer is: I prefer s... |
|
3XIX |
Mapping and Modding
|
4 |
1,250 |
03 Jun 23, 04:45AM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
I think there been a logic flaw when thinking about the container map beeing good for performance, while obviously model wise and based on vertices and models needed (cargo normaly looks pretty empty ... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
30 Apr 22, 08:49PM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Mr.Floppy Wrote: (26 Apr 22, 02:30PM)
--
Hehe, sounds like you got it now. Welcome to cube mapping! :)
You usually will always try to build the majority of your map with geometry and only use mapm... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
28 Apr 22, 02:32PM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Update:
The geometry issue occurs randomly, on different maschines with same client, checked on ver. 1.3.0.1 and 1.3.0.2 ,someone would have to look at it if possible.
To the map design, i´ve r... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
26 Apr 22, 09:08AM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Mr.Floppy Wrote: (24 Apr 22, 04:13PM)
--
Well, it's hard to explain everything I want to say, so I decided I give it a try myself and set up a little proof of concept on how to do 'high fidelity' in ... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
24 Apr 22, 10:38PM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
I feel like i have to clarify a few things you might didnt thought about when talking about diskspace.
A texture of atm size 256x256 fits 4x into a 512x512 texture which is still low and washed, me... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
23 Apr 22, 04:17AM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Mr.Floppy Wrote: (22 Apr 22, 04:34PM)
--
You can use clip entities, which support 45° rotation and tilting since v1.3. It is a little clumsy to set it up correctly, but it has everything you'd need:
... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
22 Apr 22, 05:53PM |
|
|
Thread: AC-Map Design/Clipping etc.
Post: AC-Map Design/Clipping etc.
Hey Guys,
after another 2 years of research i learned alot more about performance aspects, when it comes to 3D art.
today i wanna show a little map project i´ve made (had to clean it up, since i... |
|
3XIX |
Mapping and Modding
|
9 |
3,468 |
20 Apr 22, 11:30PM |
|
|
Thread: [Download] Custom AC Blue Mixer Skins
Post: RE: [Download] Custom AC Blue Mixer Skins
Hey Lowendguy,
What would you like to know from the model creators, i might be able to give you answers.
Is it about the texture stretching? That´s due the model been created "low skill", in other wo... |
|
3XIX |
Mapping and Modding
|
2 |
2,187 |
02 Mar 21, 08:52PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Happy new year everyone,
thanks [aCKa]Deathstar for all the kind words but aslong there is no development team it would take us years to update graphics (models,animations etc) since its pretty muc... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
02 Jan 21, 04:04PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Ive tested a few things and checked why cube engine performs worse than quake engine, since that difference was way to big.
Screenshot of wqd and wvt´s low as possible 4-16:
https://i.imgur.com/7r2l9... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
12 Dec 20, 04:08PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Alright, seems like i know shit about it...so adding that together with the time i dont have i shouldnt try creating a Map. But for those like me who don´t know, would be cool you could explain how yo... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
05 Dec 20, 02:38PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Found out some more interesting history and it really all started with id tech where some created Action Quake which later got added by the wish of id tech within Quake 2 Pro a package of most popular... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
04 Dec 20, 01:40PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Those are facts man and sure cube engine developers havent reinvented the wheel. Id Tech´s engine basicly is where it all started with, so cube using same code language pretty much [Edit]: Turns out q... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
02 Dec 20, 08:22PM |
|
|
Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Well with all the testing i´ve found out that cube models itself doesnt work out. The model size aint a big issue, you would just save the models with other XYZ coordinates, mdlscale just seem to be t... |
|
3XIX |
Mapping and Modding
|
27 |
10,196 |
02 Dec 20, 12:49PM |