Search found 102 matches
- Sun Feb 27, 2022 3:52 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: New updates to website
- Replies: 2
- Views: 11803
Re: New updates to website
my browser warns me :P
- Fri Feb 10, 2012 1:20 pm
- Forum: ID Tech
- Topic: (Off Topic) What's On Your Screen Right Now?
- Replies: 21
- Views: 9781
Re: (Off Topic) What's On Your Screen Right Now?
[lvlshot]http://www.rave.ca/en/image/original/443294/[/lvlshot]
- Sat Jan 28, 2012 7:07 pm
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - BETA1 <-DEC30th
im just being
- Fri Dec 30, 2011 6:09 pm
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - BETA1 <-DEC30th
ok a beta is ready for downloading! couple of things: 1. the portalskybox is new/being worked on 2. the center area was just reworked but is not finished, i'd like suggestions 3. weapon placement outdoors..... im sort of wary to put weapons in the training yard area. but im open to item placement cr...
- Fri Dec 30, 2011 3:37 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
wow, very realisitic stuff 

- Fri Dec 30, 2011 2:52 pm
- Forum: ID Tech
- Topic: Problem with aas compling
- Replies: 17
- Views: 11293
Re: Problem with aas compling
turns out i had the folder set to read only...
ad your right about order
heres the final compile string which worked
ad your right about order
heres the final compile string which worked
Code: Select all
bspc -reach -cluster -breadthfirst -forcesidesvisible -breadthfirst -optimize -bsp2aas "C:\Program files\Quake III Arena\baseq3\maps\gregyptctf3.bsp"
- Wed Dec 28, 2011 11:02 pm
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - preview #2(updated bsp)
btw, i play with cg_fov 111 or 113
- Wed Dec 28, 2011 5:23 pm
- Forum: ID Tech
- Topic: $100 says that he'll never make a working test map
- Replies: 81
- Views: 27055
Re: $100 says that he'll never make a working test map
after i comp on tanging this gregyptctf3 out into oblivion & skinning time to find focus fluctuating between scoping a new layout and messganderdangling with eye flattening effects, y'all come back how ya near.. lol translation gotta finish my current project then C4 trying another hand at this ...
- Tue Dec 27, 2011 4:53 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
its not that hard to get big, the trick it takes time to plan the terrain out first with rough brushes, and high sides, complete with sky brushwork sealing it in, have a path from your source material in mind but take the liberty of turning some corners on the mountain, rather than one expanse, if y...
- Tue Dec 27, 2011 4:43 am
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - preview #2(updated bsp)
ok i did a couple quick things and put the latest compile up in dropbox and also the map file
ps- i noticed my alterations caused a thingy next to the door and a caulk spot near there too. ignore them, :d
ps- i noticed my alterations caused a thingy next to the door and a caulk spot near there too. ignore them, :d
- Tue Dec 27, 2011 4:17 am
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - preview #2(updated bsp)
you may have been right, i did quite a few things to this since you commented, check the BETA, as your comment related to the preview, not the bETa. 

- Mon Dec 26, 2011 9:34 pm
- Forum: ID Tech
- Topic: filtering hints which have skip on them.. &hint questions
- Replies: 4
- Views: 2820
Re: filtering hints which have skip on them.. &hint questions
so yeah, um, my hinting techniques work pretty good, heres a shot to show you the draw of the shotgun area from the flag room, perfect pvs-ing
[lvlshot]http://www.rave.ca/en/image/original/441432/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441432/[/lvlshot]
- Mon Dec 26, 2011 7:18 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
lost my old password and then remembered it after a few months
- Mon Dec 26, 2011 6:29 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
lol ok so its simple: brush is say 100 units high, so to make life easy we use that as the measure for the moving of the brush, we move it in integers of 100 units from where we want it, up into the free open room space above or to the side of its true origin. then we add the origin key to the brush...
- Mon Dec 26, 2011 3:04 pm
- Forum: ID Tech
- Topic: GREGYPTCTF3 - BETA1 <-DEC30th
- Replies: 14
- Views: 4540
Re: GREGYPTCTF3 - preview
thanks for the critique, now there is a new file available 

Minko
searched for it and didnt see anything, so since i fond this while surfing today i figured to share it:
http://aerys.in/minko/showcase/quake-3
might find it useful, those of you who showcase your maps on websites
http://aerys.in/minko/showcase/quake-3
might find it useful, those of you who showcase your maps on websites
- Mon Dec 26, 2011 12:13 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
and you thought you would write so because of your interest in the solution? or some other non important reason,
- Mon Dec 26, 2011 12:45 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
my current map had a huge central area when i duped it originally, so i decided to turn the 2nd base sideways.. heres a current pic, i duped the base to show you where red base will go when im ready to make it... http://www.rave.ca/en/image/full/441422/ big is hard to do, you have to plan your monta...
- Sun Dec 25, 2011 5:03 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159578
Re: Screenshots
yeah theres little to no chance it'll ever compile the vis stage....
nice new textures soc,
nice new textures soc,

- Sun Dec 25, 2011 4:36 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
im still confused a bit i think :P so i put the bobber in its normal place, but move it out to its full extension of visible... and set origin or phase..? phase says this: phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no o...
- Sun Dec 25, 2011 1:41 pm
- Forum: ID Tech
- Topic: func_plat issue of a sort...
- Replies: 5
- Views: 1965
Re: func_plat issue of a sort...
good ideas thanks
- Sun Dec 25, 2011 1:39 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
so your saying leave them where they are, inside the map, half buried in a brush, and tell the phase to be different so they think they are at one side of the bobbing effect(ie not half buried) during light compile?
- Sat Dec 24, 2011 11:17 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
Re: having difficulty - lighting a half buried bobber
im moving the brushes into a box outside of the play area to light them, where they currently sit, they are half buried in a wall, they push back/forth.
half of the brush gets lit, the other half stays dark if i leave them were they are. ..
im trying to figure out how to tell them where to spawn..
half of the brush gets lit, the other half stays dark if i leave them were they are. ..
im trying to figure out how to tell them where to spawn..
- Sat Dec 24, 2011 9:05 pm
- Forum: ID Tech
- Topic: having difficulty - lighting a half buried bobber
- Replies: 18
- Views: 7001
having difficulty - lighting a half buried bobber
I'm trying to figure out this moving a entity to a "lighting room" and having it appear at an origin point in the map where half of it is buried in a wall, and i can't figure out the setup for it.. its a brush with an origin brush in it(optionally?) and i've got the coordinates for its pos...
- Sat Dec 24, 2011 9:00 pm
- Forum: ID Tech
- Topic: How to make underwater areas dark?
- Replies: 7
- Views: 4886
Re: How to make underwater areas dark?
chances are that will darken the "see through" part of standing above the water though