Search found 22 matches

by DonX
Mon Jul 30, 2007 1:40 am
Forum: ID Tech
Topic: Fjo3tourney5 - Doggmeistr - Beta 1
Replies: 29
Views: 11829

Smooth map man... Very much enjoyed the lighting, very ambient and not harsh or retro...Although I was wondering why some rooms had yellow lights that didn't seem to effect the lightmap any, could have been the bright white light up top nullifying it's brightness on the wall surface...dunno...Unless...
by DonX
Mon Jul 30, 2007 1:19 am
Forum: ID Tech
Topic: blah
Replies: 5
Views: 2622

Hmmmm.....o.O Well, her tits need might still need more verts...I want to see true to life deformation on those babies !!! Chick is pretty hot, nice concept, texture is looking good, maybe a bit low res, using 512 x 512 ?? It will probably deform very nicely when you animate her...but don't conform ...
by DonX
Fri Jul 20, 2007 1:41 pm
Forum: ID Tech
Topic: Map lighting, lighting effects.
Replies: 13
Views: 3414

^Misantropia^ You are now the figure of a glowing virtual angel (echo chorus)...:icon25: That's pretty cool you actually had code started towards this, definitely am interested to see when you make more progress on it !! :icon14: Something I did notice though, is that very deep shadows will be perma...
by DonX
Fri Jul 20, 2007 7:10 am
Forum: ID Tech
Topic: Map lighting, lighting effects.
Replies: 13
Views: 3414

Hold the boat ...

I know this is an old topic, but has anyone heard of a solution being developed to counter this annoying engine weakness in recent game mod's or stand-alone q3 projects ?? Just for the sake of killing my curiosity...It would be an extremely important benefit no doubt to the dynamics of realistic lig...
by DonX
Fri Jul 20, 2007 6:00 am
Forum: ID Tech
Topic: Can fog density be made to gradually "fall off"?
Replies: 6
Views: 1903

Cool idea Mangus...How about taking it to the extreme and giving fog physic's parameters, that way when your walking through it, it shifts around the player model or reacts to gun fire and projectile movement. That would be kick ass !! Been trying to achieve a fading fog effect for an open ocean typ...
by DonX
Sun Jul 08, 2007 4:43 am
Forum: ID Tech
Topic: Q3 Geoball needs mapper!
Replies: 9
Views: 2785

I think your mod is definitely a fantastic idea, atm I am unable to produce anything of notable quality due to time constraints and projects currently in the works, but I may in the future find time. I love the challenge of building puzzle maps based around a generic theme, other then platform chara...
by DonX
Wed Jul 04, 2007 5:29 pm
Forum: ID Tech
Topic: Shadow blotches in lightmap
Replies: 3
Views: 2058

Awesome ! Removing the surfaceparm noimpact & lightfilter, then adding in trans did the trick. Works well with light entity as well. Thanks obsidian ! http://img118.imageshack.us/img118/6048/q3wshaderhelp3jp4.jpg textures/xb_textures/xb_beam_fx1 { qer_editorimage textures/xb_textures/xb_beam_fx1...
by DonX
Wed Jul 04, 2007 2:59 am
Forum: ID Tech
Topic: Shadow blotches in lightmap
Replies: 3
Views: 2058

Shadow blotches in lightmap

I've been having this problem with certain shaders that I want to be non solid, translucent, cull disabled, light from shader/entity sources are being chopped up and resulting in shadow blotches in the lightmap. I did an insane amount of testing and recompiling to try and solve this, but it either r...
by DonX
Wed Feb 21, 2007 4:21 am
Forum: ID Tech
Topic: Model scaling problem
Replies: 2
Views: 1453

Regular issues...

1. Head mis-alignments can be caused by exporting the "h_ " ( head.md3) sections of the model incorrectly. Make sure to follow the rules of your exporter to the T, and also make sure to export a tag_head with the upper.md3 sections of the model as well. If you properly linked the tag_head ...
by DonX
Sat Feb 17, 2007 6:43 am
Forum: ID Tech
Topic: Failed to load lower.md3
Replies: 3
Views: 2099

Could also be possible that the max md3 exporter plugin is messing with the vert count, most likely not...the previous explanation sounds like the most reasonable though.
by DonX
Thu Feb 01, 2007 7:08 am
Forum: ID Tech
Topic: Q3 light and water
Replies: 7
Views: 2929

Dunno about you guys.....I think q3 water needs some thing more...Maybe an entity shark !!


Image
by DonX
Tue Jan 23, 2007 5:38 pm
Forum: ID Tech
Topic: Double sized textures...
Replies: 15
Views: 3427

yeah, GTK radient is a great program, but has it's flaws and soft spots. Sometimes you just have to talk to her a certain way and she flips out, just gotta know how to press the buttons right. As for your problem, never had to deal with oversized textures, unless I had to spin the texture 90 o and t...
by DonX
Sat Jan 20, 2007 10:19 am
Forum: ID Tech
Topic: On/Off - Lights
Replies: 12
Views: 3724

Interesting idea's here, but did anything become of this ? Can some body confirm whether switching between a light mapped shader and a non-light mapped shader works for changing the surface texture brightness ingame? *cough...in ( Q3 ) ?? :icon26:

.
by DonX
Thu Jan 18, 2007 8:57 am
Forum: ID Tech
Topic: md3 model (upper & lower body separte so far)
Replies: 1
Views: 1373

Well, I'm not to experienced using md3compile.exe, I've always entrusted "Npherno's MD3 Compiler" to swaggle md3 files. I find it works just fine. Maybe give that a try if you can't figure this one out. I'm just trying to understand fully your problem. The model's upper and lower portions ...
by DonX
Sat Jan 13, 2007 6:48 am
Forum: ID Tech
Topic: Q3 night / day skybox cycle
Replies: 8
Views: 3431

Great advise everyone ! really really helpful . Foo - I'll have to do some tests with this, is a great idea...I wonder tho, how well can a person [uv] map a sphere to texture without distortions and seams. Might even be able to use an inverted cylinder brush with a sky texture set to scroll at .1 ho...
by DonX
Fri Jan 12, 2007 12:44 pm
Forum: ID Tech
Topic: Q3 night / day skybox cycle
Replies: 8
Views: 3431

Q3 night / day skybox cycle

Lately, I've been discussing this with a friend of mine who is a skillful q3 programmer. He wants a challenge and has been trying to figure out a way to effectively implement this into real-time game play. his plan so far, is to have 4 sky box stages; day, sunset, night, sunrise and use realistic al...
by DonX
Mon Jan 08, 2007 3:02 am
Forum: ID Tech
Topic: Pain of Perplexity (beta)
Replies: 18
Views: 12306

Wow...Very Unique Map ! The atmosphere and quality are top notch and that sky with the vortex and sun rays...awesome work. The steam of water was a nice effect, very clean texturing also. If you were to add on to this at all, it might be cool to see a solitary island some where off from the main por...
by DonX
Sat Jan 06, 2007 5:22 am
Forum: ID Tech
Topic: << Bots and func_plat >>
Replies: 9
Views: 4232

<< Bots and func_plat >>

I've got this problem in a map which has 2 main elevator platforms leading to a 2nd level area. It is the only way to reach that area, but what's happening, and buggin the hell out of me, is that q3 bot's will linger and just camp on the damn thing, so no one can use the elevator to get to that area...
by DonX
Tue Nov 21, 2006 2:22 pm
Forum: ID Tech
Topic: Problems with my .pk3 file
Replies: 2
Views: 1264

I don't know where you are gathering your information, but unless you structured that "pk3 folder" exactly like it is setup in the baseq3, then that could be the cause of your pk3 problems. Which means, create a generic pak-folder, then create new folders in that folder; one for textures, ...
by DonX
Sun Nov 12, 2006 8:42 am
Forum: ID Tech
Topic: **FINAL BETA** - q3chaosdm3 - Psychophobia
Replies: 9
Views: 2409

Good work...

Sweet deal man...That map is very clean and very cool. I usually prefer more open arena's, but I was impressed by how smooth the texture set flowed together and the layout style as it brought me back to quake2 days.

Thanks for the nice addition...
by DonX
Sat Nov 11, 2006 10:55 am
Forum: ID Tech
Topic: Entity / Func_ / Trigger *additions
Replies: 3
Views: 1651

Ok...right on, I just fixed an error I was having which basically turned all brushes into solid facets in Radient 1.4 (not 1.5) when I added a new func_ (undefined). Also fixed an annoying polybrushlimit error. Just had to add the new func into the entity.def :P So, Im curious to know...what are som...
by DonX
Thu Nov 09, 2006 4:44 pm
Forum: ID Tech
Topic: Entity / Func_ / Trigger *additions
Replies: 3
Views: 1651

Entity / Func_ / Trigger *additions

I'm very new to these forums here at Quake3world, so let me say my respects and then I'll ask my question. I think you've got a great deal of helpfull people around this place, I know because I've literally studied some of your archived and more current discussions, which I learned a great deal from...