
Search found 361 matches
- Mon Dec 25, 2017 4:25 am
- Forum: ID Tech
- Topic: Merry Christmas
- Replies: 6
- Views: 5006
Re: Merry Christmas
Merry Christmas dONKEY! Hope everyone has a great one also 

- Fri Jul 29, 2016 3:37 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Totally badass dONKEY! Love all of the little details you have going on. And those caves!
- Sun Mar 13, 2016 3:24 pm
- Forum: ID Tech
- Topic: Free music maker?
- Replies: 7
- Views: 5496
Re: Free music maker?
I kind of like this one: https://lmms.io/
- Wed Feb 10, 2016 8:07 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Looks great AndyW!
- Thu Feb 04, 2016 3:57 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Well, I never really saw this going beyond just this little scenario. Mostly because of clipping. I would love to do an entire underground cave level for Q3, but unfortunately, I don't see how that is possible.
- Wed Feb 03, 2016 9:02 pm
- Forum: Technology & Troubleshooting
- Topic: AEon's new PC 2016 (Build images & Win10 Tips)
- Replies: 51
- Views: 39106
Re: AEon needs a new PC 2016
Just to murk up the waters a bit and possibly give you a bit more to think about :P
https://www.rockpapershotgun.com/2015/1 ... -cpu-2016/
https://www.rockpapershotgun.com/2015/1 ... ics-cards/
https://www.rockpapershotgun.com/2015/1 ... -cpu-2016/
https://www.rockpapershotgun.com/2015/1 ... ics-cards/
- Wed Feb 03, 2016 8:53 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Lightened up the scene a bit. Click for larger image.
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_2_zps3ve6jjwc.png[/lvlshot]
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_2_zps3ve6jjwc.png[/lvlshot]
- Wed Feb 03, 2016 6:28 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
@dONKEY & cityy: Yeah, I might have to add some light at the end of the tunnel :P
@dONKEY: Looks smashing! Love those vertical walls.
@dONKEY: Looks smashing! Love those vertical walls.
- Mon Feb 01, 2016 8:54 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
It has been a while! I made a quick little cave scene using custom assets in the last couple of days. Probably a little dark.
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_zpsaewwdy9g.png[/lvlshot]
[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_zpsaewwdy9g.png[/lvlshot]
- Wed Jan 06, 2016 6:57 pm
- Forum: ID Tech
- Topic: A difficult question about '_skybox' entities.
- Replies: 3
- Views: 4910
Re: A difficult question about '_skybox' entities.
That really is gorgeous dONKEY.
- Tue Nov 10, 2015 1:59 am
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Oh, that is awesome. Thank you for doing this Hipshot. It is going to drive me crazy until I figure out what the heck I did wrong. It is probably some stupid little thing I missed. Thanks again Hipshot. Until they get this all sorted out, the tutorial you posted earlier will come in very handy aroun...
- Mon Nov 09, 2015 4:27 am
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Hipshot: Here is a link to the .pk3 if that helps, though you certainly don't have to mess with this any further if you don't want to. Your help thus far has been awesome enough :) http://pwww.phantazm11.com/content/down ... dm6_mc.zip I must just be doing something wrong with the batch file or some...
- Sun Nov 08, 2015 9:28 pm
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Hmm, that didn't seem to work. I even started from scratch, using the .bsp and .aas from my competition map. The aas file was definitely updated as the date had changed after I ran the -fixaas command, and I even downloaded UltraEdit to edit the file in case it was my Hex editor causing the fault. H...
- Sun Nov 08, 2015 7:18 pm
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
I'll definitely try that later.
Thanks you for the help Hipshot. You are the best, man.
Thanks you for the help Hipshot. You are the best, man.
- Sun Nov 08, 2015 6:50 pm
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Yeah, I used hxd to edit and save the new aas. I did it a couple of different times to make sure I was't doing something wrong. My batch file looks like this: bspc -optimize -reach phantqsdm6.aas and is in the maps folder with the map, the bsp and the aas file and bspc.exe. All map related files are...
- Sun Nov 08, 2015 6:39 pm
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Thanks a lot for the write-up Hipshot. I can't get bspc to recognize my aas file to do the bspc -optimize -reach X.aas command for some reason after the hex edit. I even moved bspc to the baseq3/maps folder. It says something like "mapname.aas" is not a valid aas file. I can't believe this...
- Sun Nov 08, 2015 6:38 am
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Re: Quake Live Steam aas
Yes. I compiled the map with the q3map2 from 1.6.4. I placed the bsp in a .pk3 and loaded it into QL just fine. The bspc is from 1.6.4 also and it errors every time. When I use the bspc from 1.4 or 1.5 it compiles a bsp from 1.4 or 1.5 and creates an aas without errors, but it won't initialize bots ...
- Sun Nov 08, 2015 6:03 am
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 52120
Quake Live Steam aas
Hi all, I can't seem to get bots to work for a custom map in Quake Live. Bots fail to initialize. The aas file from the Quake 3 version of my map, which was generated from GTKRadiant 1.4, doesn't want to work in Quake Live, and when I try generating a new aas using the bspc.exe from GTKRadiant 1.6.4...
- Wed Oct 28, 2015 3:51 pm
- Forum: ID Tech
- Topic: The future of QL?
- Replies: 38
- Views: 49558
- Mon Oct 12, 2015 9:39 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Oh hey, that looks badass Hipshot. I love it. I see that I misspoke about the poly count...I got the number after I triangulated it, so it is 88 triangles. Your model is more detailed geometry-wise than mine.
That would have looked great in your level
That would have looked great in your level

- Mon Oct 12, 2015 5:45 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
I did a similar lamp some 5 years ago, I don't think I ever used it in a level, cause it was in the way, hindered movement in m10/Industrial... I think I made mine to hang not stand on the support, cause I always felt those lamps should hang, not sure why =D Yeah, I thought about the obstructing fa...
- Sun Oct 11, 2015 9:40 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
- Fri Sep 25, 2015 2:55 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
This is actually one of the best part of mapping, to iron out a design and just run and jump around. [lvlshot]http://i.imgur.com/VrvVdmZ.jpg[/lvlshot] I'm not sure if I'm gonna play the japanese theme I've been working on or an older one I have just sitting... That layout looks pretty fun Hipshot :)
- Thu Aug 13, 2015 2:37 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
Thanks a lot guys!
- Wed Aug 12, 2015 1:16 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3390088
Re: Screenshots
I finally finished modelling the AT-ST (No midichlorians were harmed in the creation of this model). Here is a quick render. Hopefully soon I will be able to give it a more dramatic pose and place it in some kind of scene.