Custom maps for Q3A, looking for betatesters

Moderator: VasiliyRS

dark night
Posts: 61

Re: Custom maps for Q3A, looking for betatesters

Post#21 » Tue Jun 02, 2015 1:42 pm

Great news regarding special textures! I've got shaders running on the DC version. This awesome graphical feature that was wrongly claimed to be "unsupported" in the DC port by some people in the past. However unlike in the PC version shaders are being saved in one single file(QUAKE3\BASEQ3\SYSTEM\SYSTEM.ZIP\shaders.txt)
and seem to lack support for some commands from the PC version.

Here are some shaders in action:
-Single texture animations(moving, wobbling)
-multiple texture animations(pseudo reflection)
-transparent textures

Also I've got over two dozens of new maps running on DC. They still need some manual tweaking because of their custom shaders, but with the new knowledge, it's a matter of time until they are running perfectly fine.

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Seen Any Sailors?
Posts: 5304

Re: Custom maps for Q3A, looking for betatesters

Post#22 » Tue Jun 02, 2015 1:55 pm

Awesome stuff moi! :)
PSO Characters:
Teal'c - lvl 119 HUcast - GC# 11666
Alto - lvl 39 FOnewm - GC# 12964

YouTube Channel : Dreamcast Live

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Shark Patrol
Posts: 1934

Re: Custom maps for Q3A, looking for betatesters

Post#23 » Tue Jun 02, 2015 11:50 pm

Wow, that looks great bro. If only setting up a PC-DC server were easy with the rev b modems and windows 10 using a line voltage inducer. Not to mention my gaming desktop PC is on wifi. My DC mouse and KB are needing to be used more than just for HL mods.

We just need to keep up the pressure on this guy and hope he makes some breakthroughs and starts taking orders for them when he has all the kinks worked out for his moband adapter.

Image ... dreamcast/

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Posts: 261

Re: Custom maps for Q3A, looking for betatesters

Post#24 » Sat Nov 25, 2017 11:40 am

What the hell ever happened to the development of custom maps? Sounds awesome!

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