June 7, 2003: I recently mutated from an fps
fumbler to an rts
company to blame: SEK; Images:
ripped from fragland.net; Job:
texture artist; thanks: Paul. Weather: hot. Could it be summer?
December 8: WIP Lounge: Tesla time, r_dlightScale 2
October 28: rendering with a provisional skin (-->
October 21: added some textures
October 12: do zombies dream of undead sheep?
October 4: added the four shots of 'kf_island' below, an old experimental map for QIII
featuring a technique to create the illusion of sea reaching from shore to the horizon.
It also features a unique 'markable' terrain entity that shows
bullet-/bloodmarks and playershadows ... well nobody cared about that in
Team Arena days and until today noone complains that every Q3-engine-based
game produces no marks on terrain. I do like seeing traces
of my actions ;)
I was sure I had lost this data forever in 2000 � but some brave guy kept it
safe on his harddrive until today. (Thanks radiated.
--> kfisland.zip (3.32 MB tech demo for
Quake 3, no gameplay, contains .pk3 and .map file to show how its done. can also
be compiled for RtCW)
September 27, 2002:
� added video of the first 'a night at the opera' cutscene (info)
kf_boxcut1-divX31.avi (DivX 3.1, 4.9 MB - a door is blown away
in slowmotion and ends a mechanic's life...)
� work in progress: too
much blood and a zombie with a t-shirt
� in case you're on a macintosh you won't be able to see
zoomed pics with MSIE 5. I may fix this if you complain...
Little box of pix