So instead of mapping Iv spent last two days making this:

Took some time, but its a good practice at 3d modelling and I’m quite happy with the result. ~ 760 tris, 256×256 texture, even converted to q1 pal.
The texture is a hackjob really, cause I’m rather tired and have no time left for today. Iv spent 10x more time doing the god damn UVs than the texture itself.
Some more pictuires http://imgur.com/a/0PG7L
On the other note I got caught in another pointless activity – creating binary counters with quake triggers. Duh.
Very unproductive day. Been testing some gameplay elements and constantly running into different tech issues. Some of them are solved (like replacing transparency with simple alpha test), but others I cant even track. Having critical collision bug where you get completely stuck (
Im doomed
Since radiant is utter shit for making natural looking rocks, I have to roll out the heavy artillery and export meshes from max (which I completely forgot how to use… sigh)
Spent the entire night on this, but I like how it turned out. Once I figure the goddamn pelt uvm and the tech pipeline is set up it will be quite easy to make good-looking terrain.
Not doing much, still stuck on planning. Been messing with DP\Q3 water shader instead.
this is the blog about life suffering and death of an ambitious leveldesign project