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 Jan 31 2010, 5:15am says:

nice idea

+1 vote     reply to comment
SolidFake Jan 31 2010, 11:32am says:

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

+1 vote     reply to comment
Pardner Author
Pardner Jan 31 2010, 1:07pm replied:

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

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.

+3 votes   reply to comment
SolidFake Feb 1 2010, 6:11pm replied:

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?

+1 vote     reply to comment
AlCool Jan 31 2010, 2:52pm says:

Just hope the framerate stays pretty good during the snow.

Nice work.

+2 votes     reply to comment
Pardner Author
Pardner Jan 31 2010, 3:26pm replied:

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

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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:

Video Details
Jan 30th, 2010
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