Search found 102 matches

by skinmaster
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
by skinmaster
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]
by skinmaster
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
by skinmaster
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...
by skinmaster
Fri Dec 30, 2011 3:37 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

wow, very realisitic stuff :D
by skinmaster
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

Code: Select all

bspc -reach -cluster -breadthfirst -forcesidesvisible -breadthfirst -optimize -bsp2aas "C:\Program files\Quake III Arena\baseq3\maps\gregyptctf3.bsp"
by skinmaster
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
by skinmaster
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 ...
by skinmaster
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...
by skinmaster
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
by skinmaster
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. :D
by skinmaster
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]
by skinmaster
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
by skinmaster
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...
by skinmaster
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 :D
by skinmaster
Mon Dec 26, 2011 3:03 pm
Forum: ID Tech
Topic: Minko
Replies: 1
Views: 1460

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
by skinmaster
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,
by skinmaster
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...
by skinmaster
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, :D
by skinmaster
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...
by skinmaster
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
by skinmaster
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?
by skinmaster
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..
by skinmaster
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...
by skinmaster
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