Yea, it is a little dark. I’m gonna have to tweak the lighting a little.
:chef:
…and btw, do you guys think its too blueish??
Yea, it is a little dark. I’m gonna have to tweak the lighting a little.
:chef:
…and btw, do you guys think its too blueish??
No way, the blue looks nice, especially with the yellowish lights - it forms a nice contrast. Looks very ‘nightish’. ^ ^
Looks great, I like towns and cities maps
(good ones, of course, let us see more soon
)
These are pre-alpha-alpha screenshots of my map, titled either Meleame Airfield or Opperation Mercury. Probably the former.
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Check out Page 4 of the sticky mapping project thread for more info.



Do you guys think those structural walls will increase fps? Or have i done it wrong?
Hmmm you say that, but originally church for RTCW was kinda blue on the inside (because it’s the opposite of yellow / sunlight, and is a cold colour). All I ever got was ‘it’s too blue it’s too blue’. I toned it down in every release after that to the washed out grey/blue it is now.
Guess what?
One of the most common comments is ‘It’s so blue!’. Gits 
Well true, blue looks nice, though it’s unrealistic to use blue as a color for a night map, but that’s another story…

ummm… have u ever been outside at night when its slightly overcast? The first “color” your gonna notice is simply black… but if you look a little closer you will notice that there is definately a tint of blue just lingering around as well. …Unfortunately I cant use black as a color to use as atmosphere for my map. So I am left with only one option. 
:chef:
edit: word wars
WIP on creating realistic terrain for the q3 engine. -This project may turn into a real ET map.
:chef:
that sky IS nice…and the terrain underneath it too. So many tricks…so little time to learn them.
P.S.
Most of the screenshots for maps are dead links, please put links that last longer.
The sky is Kell’s “Dunes” env. I would give you the link to his site, but it has been down for days now. You will have to contact him via email or something.
and btw, thanks for the comments.
I put in another few hours or so working on the textures for the terrain, but now I’m getting a max_spawn_vars error when I try to load the map. Not sure whats happening there. 
Any help would be appreiciated. 
This thread seems to have found some solutions.
http://www.splashdamage.com/forums/viewtopic.php?t=2657&highlight=maxspawnvars
After doing some search on google I stumbled upon some Q3 source code and after some tracing it does seem like the error is related to the spawn points. I could be totally off here, and the Q3 code is outdated when it comes to ET, and I’m not sure about what some of the functions and variables were, but it seems like the error comes up when you have more than 64 spawn points. I’m sure this is not the case with you, but I would still look at your spawn points.
Machine: All I got in the map so far is:
I compiled using q3map2.5.7:
-meta
-light -fast -filter -super 2
So in other words… its not spawn points that are causing this error. At least, they shouldnt be.
:???:
redfella try posting the question in the q3map2 forum because ydnar looks at that one more often and I’m sure he knows what the problem is. Though this question had been posted many times before and noone seems to know what the problem is. People say it get’s solved if you redo your skybox or terrain. I hope I never get problems like this with my map (so far so good). Once you do find (if?) the answer put it in your tutorials.
Yea, I seem to have arrived at the same conclusion. Everyone is familar with the error, but no one has a direct solution for it. 
/me goes off to bug y.
Well unfortunately fies (errr michi.be) the SD forums dont have the lvlshot feature like q3world. …so until we get hooked up, dial-uppers are gonna be hating life.
edit: cant type