Search found 21 matches
- Mon Oct 23, 2006 6:54 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
well, if that was a real leak, and if aas compile get crash, the bto wouldnt' work in 1.32 neither, but bots work fine in 1.32, but in 1.16n map crash if i have the .aas file (need delete the .aas file in 1.16n for be able play map) but stil, i think there is a switch for compile withotu entities, s...
- Sat Oct 21, 2006 11:06 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
- Sat Oct 21, 2006 11:56 am
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
- Fri Oct 20, 2006 6:11 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
- Thu Oct 19, 2006 6:07 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
- Wed Oct 18, 2006 10:36 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
Well here is 3 screens showing the light bug I mentionated, but this small red light bugs show up randomlly after each compilation, well I use this compile options BSP -meta -samplesize 4 -v VIS -vis -saveprt -v LIGHT -light -fast -filter -nocollapse -samples 3 -patchshadows -bounce 6 -v BSPC -optim...
- Tue Oct 17, 2006 10:18 pm
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
i ddid as you suggested, increase the lightmap scale, I never thought lightmap scale work as it actually does ..., I applied _lightmapscale 1.5 and reduced shader combos to around 450+ made _lightmapscale 2 and reduced to 322 and I can load 24 different models (12 models red + blue) access to all me...
- Tue Oct 17, 2006 10:32 am
- Forum: ID Tech
- Topic: reduce lightmaps
- Replies: 18
- Views: 5419
reduce lightmaps
Hi there, I made a topic once here, about MAX SHADERS HIT problem, and I do fully understand why they happand, so I didn't wanted to post this question there and make instead a different topic for people who may get this same issue as me find it easier :) Well, Problem is, i'm making map for be full...
- Tue Oct 10, 2006 7:07 pm
- Forum: ID Tech
- Topic: doors (yeha i searched everywhere for 2 weeks and stil)
- Replies: 7
- Views: 2402
no, i have made my own bat compile with several compile options, I mostly use this options: quick compile for test some designs -meta -samplesize 4 for vis test -meta -samplesize 4 -vis -saveprt for general test -meta -samplesize 4 -vis -saveprt -light -fast -filter -samples 3 -patchshadows -thresh ...
- Mon Oct 09, 2006 11:06 pm
- Forum: ID Tech
- Topic: doors (yeha i searched everywhere for 2 weeks and stil)
- Replies: 7
- Views: 2402
- Sat Oct 07, 2006 3:43 pm
- Forum: ID Tech
- Topic: doors (yeha i searched everywhere for 2 weeks and stil)
- Replies: 7
- Views: 2402
- Thu Sep 28, 2006 8:32 pm
- Forum: ID Tech
- Topic: doors (yeha i searched everywhere for 2 weeks and stil)
- Replies: 7
- Views: 2402
doors (yeha i searched everywhere for 2 weeks and stil)
Hi all, I know this is a topic that were discussed some times already and exist dozens tutorials on web, thats why I'm already searching for OVER 2 weeks on how solve this, I read every tutorial I found, checked all results in google I could til i stay so dam tired.... Problem is simple, I have 2 ty...
- Wed Sep 06, 2006 4:43 pm
- Forum: ID Tech
- Topic: MAX_SHADERS bug ...
- Replies: 12
- Views: 4512
all textures/shaders are good map earlier used to crash when i had 1 of 3 textures in the .pk3 now after a long tiem cauling every outside wall, and faces wich were turned to each others, now game only crash when both textures r in .pk3 if i add texture a wihotu texture b in pk3 map work (but 1 text...
- Wed Sep 06, 2006 1:28 pm
- Forum: ID Tech
- Topic: MAX_SHADERS bug ...
- Replies: 12
- Views: 4512
i made one small test while u hadn't replied, test was simple: add JUST .bsp file to .pk3 and test map with just pak0 and pak2 (both pk3 for 1.16n only), map worked then added the floor textures => worked then added trims textures => worked then added sfx textures=> worked then added mat textures =>...
- Wed Sep 06, 2006 11:52 am
- Forum: ID Tech
- Topic: MAX_SHADERS bug ...
- Replies: 12
- Views: 4512
- Tue Sep 05, 2006 11:39 pm
- Forum: ID Tech
- Topic: MAX_SHADERS bug ...
- Replies: 12
- Views: 4512
- Tue Sep 05, 2006 10:49 pm
- Forum: ID Tech
- Topic: MAX_SHADERS bug ...
- Replies: 12
- Views: 4512
MAX_SHADERS bug ...
HI all I hope someone be able help me out here, i googled already and no lucky find a sollution or at least a clear answer abotu this bug When I compile map with light support, it play fine in1.32 no bugs at all, but when I play in 1.16n, I get this bug: "Warning - General Permanentshader - Max...
- Sat Sep 02, 2006 10:02 pm
- Forum: ID Tech
- Topic: spalsh damage issue on floor/ceiling
- Replies: 10
- Views: 2990
hi, well i play in 2 versions, i play 1.32 most OSP and ocasionay RA3, but most time I play in 1.16n freeze but i'm makin the map at 1.32 and the 'public tests' i do in 1.16n... i had no idea this was a version bug, so my only sollution so far were making a floor of height of aorund 256 (7 blocks in...
- Fri Sep 01, 2006 8:06 pm
- Forum: ID Tech
- Topic: spalsh damage issue on floor/ceiling
- Replies: 10
- Views: 2990
- Fri Sep 01, 2006 3:09 pm
- Forum: ID Tech
- Topic: spalsh damage issue on floor/ceiling
- Replies: 10
- Views: 2990
that is the weird thing..., i already had tried with a 64 block high... (grid 8 as 8 blocks), and i stil could SEE and FEEL the splash damage...., and i tooked a look in default q3 maps and they have no way a 64 high blocks... most are around 32 or 40 or so..., and I just for case have just finished...
- Fri Sep 01, 2006 11:58 am
- Forum: ID Tech
- Topic: spalsh damage issue on floor/ceiling
- Replies: 10
- Views: 2990
spalsh damage issue on floor/ceiling
Hi, I been searching every where for a possible problem like mine, i even checked q3 default maps for see how it was done but stil no luck. My problem is simple..., I have a 4 block heigh size, and this were supose be enought for prevent the damage done by under it reflects on top, I mean is, my map...