Author |
Message |
Konan
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Friday, January 04, 2013
Cell: Challangers! This is my perfect map!
Gohan: Kaaa meeee...!!
Cell: No-no! don't!!..
Gohan: Haaaaaaaaa....
Cell: Please don't! Its so perfect, just like me!
Gohan: mkay, dad go and beat him..
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Zay
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Friday, January 04, 2013
Gohan vacuums...
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DarkPrince_92
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Friday, January 04, 2013
Second that. Gohan tinkles me off. Wasted potential.
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Zay
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Friday, January 04, 2013
DarkPrince_92 wrote : Second that. Gohan tinkles me off. Wasted potential.
All bout that N*igga Vegeta
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najeeb
My Sir
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Friday, January 04, 2013
Goku is the best
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najeeb
My Sir
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Friday, January 04, 2013
Majin Jake wrote : update 
made using unities integrated mapping system using brushes, am I correct ?
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NELLO!!
Mitico
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Saturday, January 05, 2013
come one Guys.. yeah TRL I agree with you.. but now this thread is the Smoking Cigarette Thread....
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RealDeal
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Saturday, January 05, 2013
Zeth wrote : Unity version? What about the Unreal engine version?
That's not a thing.

hmmmm.....I see
is this the first map for ZEQ2 unity or is there some hidden progress on the project?
edit-by the way mima make separate topic for the smoking issue
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Majin Jake
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Saturday, January 05, 2013
najeeb wrote : Majin Jake wrote : update 
made using unities integrated mapping system using brushes, am I correct ?
no is made in 3ds max and this map is separate project not for zeq2unity
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NELLO!!
Mitico
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Saturday, January 05, 2013
it's a map model ..can be used for everything,that's important...
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najeeb
My Sir
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Monday, January 07, 2013
Majin Jake wrote : najeeb wrote : Majin Jake wrote : update 
made using unities integrated mapping system using brushes, am I correct ?
no is made in 3ds max and this map is separate project not for zeq2unity
wait what , because I don't know why it gives off this feeling that its made using brushes , but either ways great job ! ? you are saying that terrain is made using poly modeling and not brushes from 3dsmax ? then either you spent time on smoothing groups or you applied a level of turbo smooth
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Laguna|DaGGeR
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Tuesday, January 08, 2013
majinjake your tank reminds me of mine *intense laughter*
I'm working long on my cell games too looks like I need to finish it with little sleeping cell night map
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Nemix
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Wednesday, January 09, 2013
Wow, I don't know why but that tank looks so familiar, did I do it, or did I help you with it?
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najeeb
My Sir
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Wednesday, January 09, 2013
Nemix wrote : Wow, I don't know why but that tank looks so familiar, did I do it, or did I help you with it?
also dagger , create you're own thread
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Laguna|DaGGeR
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Wednesday, January 09, 2013
Nemix wrote : Wow, I don't know why but that tank looks so familiar, did I do it, or did I help you with it? you did the textures for it *intense laughter*
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Nemix
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Thursday, January 10, 2013
Laguna|DaGGeR wrote : Nemix wrote : Wow, I don't know why but that tank looks so familiar, did I do it, or did I help you with it? you did the textures for it *intense laughter*
That's why it vacuums!
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VLadD
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Thursday, January 10, 2013
Guys is that unity?
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najeeb
My Sir
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Thursday, January 10, 2013
I think you visited the old ZEQ2 forums : P
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VLadD
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Thursday, January 10, 2013
najeeb wrote : I think you visited the old ZEQ2 forums : P
Yeah
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najeeb
My Sir
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Thursday, January 10, 2013
its Zios
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VLadD
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Thursday, January 10, 2013
najeeb wrote : its Zios
I can't imagine what will be in Unity
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NELLO!!
Mitico
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Thursday, January 10, 2013
Vlad is just a model..not the engine hehe...
that model we can use also in zeq2lite....
in unity we can use the normal maps also..(seems that the model have a lot of faces and vertices but in reality is just an effect)..
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Konan
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Thursday, January 10, 2013
so we dislike mipmaps
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Zeth
The Admin
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Thursday, January 10, 2013
in unity we can use the normal maps also..(seems that the model have a lot of faces and vertices but in reality is just an effect)..
The Zios models (generation 6) did not use normal maps. They were high-poly models with zero textures in use.
so we dislike mipmaps
Not necessarily. Mip maps are a great way to reduce alias artifacts for distant textures as well as mildly increase rendering speeds at the cost of extra memory usage.
Due to Quake 3 lacking the built-in ability to control mip-map ranges, they tend to switch to a lower mip version too quickly -- causing crisp outlines in textures to blur. This is normally why they are disabled. Ideally, the mipmap range should simply be tweaked instead of having the mipmaps off completely. I think this feature may have been already implemented in later versions of ZEQ2-lite.
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Baldwin
Lost Soul
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Tuesday, January 29, 2013
Majin Jake wrote : update 
Great work, mind tossing that map for me to lend a hand? I can add all the necessary map effects etc..
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