Search found 22 matches
- 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...
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 ...
- 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...
- 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...
- 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...
- 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...
- Wed Jul 04, 2007 5:29 pm
- Forum: ID Tech
- Topic: Shadow blotches in lightmap
- Replies: 3
- Views: 2058
- 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...
- 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 ...
- Sat Feb 17, 2007 6:43 am
- Forum: ID Tech
- Topic: Failed to load lower.md3
- Replies: 3
- Views: 2099
- Thu Feb 01, 2007 7:08 am
- Forum: ID Tech
- Topic: Q3 light and water
- Replies: 7
- Views: 2929
- 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...
- Sat Jan 20, 2007 10:19 am
- Forum: ID Tech
- Topic: On/Off - Lights
- Replies: 12
- Views: 3724
- Thu Jan 18, 2007 8:57 am
- Forum: ID Tech
- Topic: md3 model (upper & lower body separte so far)
- Replies: 1
- Views: 1373
- 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...
- 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...
- 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...
- 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...
- Tue Nov 21, 2006 2:22 pm
- Forum: ID Tech
- Topic: Problems with my .pk3 file
- Replies: 2
- Views: 1264
- 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...
Thanks for the nice addition...
- 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...
- 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...