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						| dmn_clown 
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								|  | «  on: January 31, 2007, 02:16:09 PM » |  | 
 
 -skull light-revamped sfx/lavabeam (The original kinda bled over making the effect look wrong)
 -silly gothic_trim skull textures
 -skull wall thingys
 - a host of new fogs (I think I got them all)
 - the silly beam shaders
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								| « Last Edit: September 09, 2007, 10:08:13 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #1 on: January 31, 2007, 02:23:13 PM » |  | 
 
 source |  
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								| « Last Edit: September 09, 2007, 10:08:31 AM by dmn_clown » |  Logged | 
 
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						| dmn_clown 
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								|  | « Reply #2 on: February 01, 2007, 03:34:17 PM » |  | 
 
 more
 - windowevil2c remake (With the e3window shaders)
 - baseboard08 red + blue
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								| « Last Edit: September 09, 2007, 10:08:57 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #3 on: February 01, 2007, 03:35:23 PM » |  | 
 
 source  |  
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								| « Last Edit: February 01, 2007, 03:41:38 PM by dmn_clown » |  Logged | 
 
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								|  | « Reply #4 on: February 01, 2007, 08:32:17 PM » |  | 
 
 reworked blocks17 + blocks18b for a few more block textures |  
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								| « Last Edit: September 09, 2007, 10:09:12 AM by dmn_clown » |  Logged | 
 
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						| fromhell | 
								|  | « Reply #5 on: February 02, 2007, 01:13:35 PM » |  | 
 
 i dunno about those reworks... dm6ish now looks quite blue   |  
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 asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors aloneI do not provide technical support either.new code development on github |  |  | 
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								|  | « Reply #6 on: February 02, 2007, 03:51:32 PM » |  | 
 
 heh, which ones did you try? 17i was used under water (so the greenish blue makes sense) and rottblock was used in the sewer of q3dm2.
 And while I'm at it...
 
 - graycathflesh
 
 
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								| « Last Edit: September 09, 2007, 10:09:28 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #7 on: February 02, 2007, 03:53:23 PM » |  | 
 
 - source |  
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								| « Last Edit: September 09, 2007, 10:09:44 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #8 on: February 02, 2007, 04:10:06 PM » |  | 
 
 screeny of that one from q3dm9 I may have to redo it as you can see the seams (You could see them in iD's texture too though, so it may just be the brushes...) |  
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								| « Last Edit: September 09, 2007, 10:10:09 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #9 on: February 02, 2007, 05:08:33 PM » |  | 
 
 i dunno about those reworks... dm6ish now looks quite blue  try one of these    |  
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								| « Last Edit: September 09, 2007, 10:10:30 AM by dmn_clown » |  Logged | 
 
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						| fromhell | 
								|  | « Reply #10 on: February 02, 2007, 05:11:20 PM » |  | 
 
 I don't know, they look kinda like melted embossed chocolate than stone (the old block textures were better) |  
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 asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors aloneI do not provide technical support either.new code development on github |  |  | 
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								|  | « Reply #11 on: February 03, 2007, 10:21:42 AM » |  | 
 
 these? |  
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								| « Last Edit: September 09, 2007, 10:10:48 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #12 on: February 04, 2007, 03:34:10 PM » |  | 
 
 - jump pads w/ shader |  
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								| « Last Edit: September 09, 2007, 10:11:06 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #13 on: February 07, 2007, 01:18:30 AM » |  | 
 
 better looking version |  
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								| « Last Edit: September 09, 2007, 10:11:22 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #14 on: February 09, 2007, 02:53:53 AM » |  | 
 
 - more blocks |  
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								| « Last Edit: September 09, 2007, 10:11:37 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #15 on: February 10, 2007, 06:11:22 AM » |  | 
 
 - wetwall + effect- fixed syntax error in syn.c
 - tightened up match.c
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								| « Last Edit: September 09, 2007, 10:11:52 AM by dmn_clown » |  Logged | 
 
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						| fromhell | 
								|  | « Reply #16 on: February 10, 2007, 06:39:19 AM » |  | 
 
 Committed.
 Bear with me, im sick with a fever, i might have forgotten something :O
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 asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors aloneI do not provide technical support either.new code development on github |  |  | 
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								|  | « Reply #17 on: February 10, 2007, 09:42:14 PM » |  | 
 
 It's cool, get well as that is more important than game textures and code. (-: |  
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								|  | « Reply #18 on: February 11, 2007, 08:24:30 AM » |  | 
 
 - beam textures with a thin black stripe to end their bleeding over- added an editor image for each of them in the shader file to aid in texture placement + resizing
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								| « Last Edit: September 09, 2007, 10:12:21 AM by dmn_clown » |  Logged | 
 
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								|  | « Reply #19 on: February 14, 2007, 02:11:45 PM » |  | 
 
 - added timportal, mirror1, mirror2, terrain, terrain2, metalclip to common shader- added new red and blue teleporters that act the same as the old ones with proper clampmapping behavior
 blocks18b_ow, a few more see-through grates, portal_sfx to clown.shader
 - reworked the two cybergrate textures to allow transparency
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								| « Last Edit: September 09, 2007, 10:12:45 AM by dmn_clown » |  Logged | 
 
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						| fromhell | 
								|  | « Reply #20 on: February 14, 2007, 02:55:48 PM » |  | 
 
 fun tip: you can cheat for quick detail by "find all edges" then using that new found edges image as a new screen/additive layer. for effects you could also duplicate that layer several times and do some neat blurring on them  |  
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 asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors aloneI do not provide technical support either.new code development on github |  |  | 
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								|  | « Reply #21 on: February 14, 2007, 03:43:28 PM » |  | 
 
 "find all edges" is not a feature The GIMP supports (high end image formats, brewing coffee, paying bills, settling disputes with the SO...  none of these are supported by The GIMP) )-:
 
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						| ratix | 
								|  | « Reply #22 on: February 14, 2007, 05:56:19 PM » |  | 
 
 "find all edges" is not a feature The GIMP supports (high end image formats, brewing coffee, paying bills, settling disputes with the SO...  none of these are supported by The GIMP) )-: Mess around with the "find edge" features; I used the gradient algorithm and made this |  
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								|  | « Reply #23 on: February 14, 2007, 09:30:35 PM » |  | 
 
 Not exactly the same thing, though.  You'd have to do a lot more work than what leileilol did to accomplish the same thing in the GIMP.
 I am not bashing The GIMP, just being honest about its limitations.  There is a reason why none of the major movie studios use it.  Too bad Adobe charge an arm, a leg, and your first born male child for Photoshop.
 
 - two source xcf's crete is the background for q1metal7_99_broke portal is source for portal_sfx (That silly odd shaped thing that went on iD's teleport models)
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								| « Last Edit: September 09, 2007, 10:13:46 AM by dmn_clown » |  Logged | 
 
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						| fromhell | 
								|  | « Reply #24 on: February 15, 2007, 06:42:00 AM » |  | 
 
 I didn't use Photoshop either (Paint Shop Pro 5) |  
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 asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors aloneI do not provide technical support either.new code development on github |  |  | 
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