Search found 13 matches

by Plan C
Fri Aug 12, 2005 6:22 pm
Forum: ID Tech
Topic: Curved/Angled Corners
Replies: 8
Views: 3105

Hehe, TBH, I wasn't a 100% positive that hint brush in my pic would work, being flush with the non-axial corridor brush face (been a long time). Sweet relief when pjw affirmed things :) I'd rather stretch those non-axial corridor parts a good 64 units for good messure too, though, and have the hint ...
by Plan C
Fri Aug 12, 2005 6:07 pm
Forum: ID Tech
Topic: Curved/Angled Corners
Replies: 8
Views: 3105

ahh nice. (I also see I made my floor is wrong as well :D ) So angles like that don't need to be made into detail? Well, from your pic I gather that this corridor borders directly on The Void, so the brushes would *need* to be structural. If you plan to add a caulk hull later on, though, then, yes,...
by Plan C
Fri Aug 12, 2005 5:51 pm
Forum: ID Tech
Topic: Curved/Angled Corners
Replies: 8
Views: 3105

Hipshot wrote:Can a curve like that really be VISed any good?
Depends on how long the corridor is.

In my pic, hinting *could* be achieved, but it's a close call :) =>

Image
by Plan C
Fri Aug 12, 2005 5:41 pm
Forum: ID Tech
Topic: Curved/Angled Corners
Replies: 8
Views: 3105

When brush faces connect on a 45 degree angle, use a clipping ratio of 2:1 on the brushes =>

Image
by Plan C
Thu Jun 23, 2005 10:50 pm
Forum: ID Tech
Topic: Kazdm2 - Paradise Lost - 'that island map' - beta
Replies: 36
Views: 14170

When there's a shortage on trolling pansies, you'll be the first to be called upon.

But for the time being: GTFO :icon10:
by Plan C
Tue Jun 07, 2005 4:40 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3163713

Looks amazing.

Really like how you blended together the organic and the non-organic there.

What are you no-clipping into in that pic?
Seems to end so abruptly.
Or is it a region compile?
by Plan C
Wed Jun 01, 2005 7:39 pm
Forum: ID Tech
Topic: Stubborn sparklies???
Replies: 27
Views: 13080

Hr.O wrote:ps. sorry for the delay, it took me a while to stumble over this thread again.

Hehe, np, I don't frequent here as much as I used to, either.

Stills seems a strange and 'hacky' solution, though...oh well.
by Plan C
Wed Jun 01, 2005 7:29 pm
Forum: ID Tech
Topic: Stubborn sparklies???
Replies: 27
Views: 13080

Judging by your first pic (05-31), I can't understand how you would expect *not* to run into sparklie-problems. You've got patches run into and overlapping other patches and brushes. No offence, but that's a real slop-fest, right there. First off, have vertices of patches and brushes join in a neat ...
by Plan C
Fri Apr 29, 2005 5:15 pm
Forum: ID Tech
Topic: Stubborn sparklies???
Replies: 27
Views: 13080

obsidian wrote:I don't know about making the ends of patches... I've never had to do that...
Never heard of this method, either.

Care to elucidate, Hr. O?
by Plan C
Thu Apr 21, 2005 6:08 pm
Forum: ID Tech
Topic: Lvl:.. Update
Replies: 12
Views: 6610

I'm just waiting for you to upload them nifty textures you been working on so I can fuck around with them.

(Or did I miss something?)
by Plan C
Thu Apr 21, 2005 5:57 pm
Forum: ID Tech
Topic: Weapon Shaders. : [
Replies: 8
Views: 5804

In C:\Program Files\Quake III Arena\baseq3\scripts\... there's a file called 'shaderlist.txt'.

This is where all shader files are 'called'.

In order for shaders to work they must be mentioned here.
by Plan C
Thu Apr 21, 2005 5:24 pm
Forum: ID Tech
Topic: Weapon Shaders. : [
Replies: 8
Views: 5804

Dis you remove the double slash "//" in front of "models" in your shaderlist file?

Been a long time but I seem to remember something about having to remove them in order to make custom model shaders work.
by Plan C
Sat Apr 09, 2005 6:28 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3163713

Looking VERY interesting there, sumatra.

I keep being amazed at what the Q3A engine can achieve when used by skillful people.

Yup ;) =>
Image