Smokin' Guns is intended to be a recreation of the "Old West's" great atmosphere. It is being developed on IoQ3's implementation of Id Softwares IdTECH3 engine. This Total Conversion of Q3 includes weapons created with historically correct information about damage, rate of fire, reload time, etc. It also includes gametypes and maps inspired mostly from western styled movies. And to increase the feeling of a "Gunslingers Atmosphere" music tracks and sounds have been adapted to the simulated times. The Smokin' Guns game started its life under the name of Western Quake³. It was originally developed by a team known as Iron Claw Interactive. They released WQ³ beta 2.0 in 2003, after which development all but ceased. In May 2005, development of Western Quake³ was taken over of by a bunch of cowboys calling themselves The Smokin' Guns with the blessings of the former team. Improvements to the game continue to this day! Please post all support issues in the forums for the game.

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cortez666
cortez666

nice idea

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SolidFake
SolidFake

nice
did you use particle studio or did made the shader by hand?

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Pardner Author
Pardner

I use Q3ASE (not "all seeing eye" but "arena shader editor" in this case). Bpeers.com

Q3ASE is good for previewing a shader, but most have to be tweaked after previewing them in game. You still need to know how a shader works. I like to use Q3ASE to make sure I have my alpha channels correct, previewing blendfunc, tcMod, etc.

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SolidFake
SolidFake

ye, I know q3ase but I'm now writing my shaders by myself and use sometimes particlestudio for snow and such things
But how does your snow work?
I mean is each snowflake an own shader and an own texture or did you use a texture with more snowflakes on it?

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AlCool
AlCool

Just hope the framerate stays pretty good during the snow.

Nice work.

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Pardner Author
Pardner

Believe it or not. I got more of a drop in frames when I added the tree models.

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Description

Short video of my "Snowy Day" duel section. It is still work in progress, but I thought you might like to see it.

I made the terrain using EasyGen, and then used GTK Radiant to make the cave and the detail. The snowing effect is actually a shader with an autosprite stage. At times you can clearly see the edge of the brush or there is no snow at all.

I hope to include this section in the new SG duel map that ReD_NeCKersoN has started: Moddb.com

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