Search found 76 matches

by Amphetamine
Tue Jul 03, 2007 5:35 pm
Forum: ID Tech
Topic: Shared Map
Replies: 447
Views: 77195

o'dium wrote:Holy tiny scaled lava texture batman!
I was thinking Lava, rinse, repeat.

Interested to see if the team goes for sockwall or ase for the cave detail.
by Amphetamine
Mon Jun 25, 2007 1:11 am
Forum: ID Tech
Topic: hello. long time no see.
Replies: 33
Views: 5707

Castle: All my files go on filefront.com these days, it's free and you don't have to que up or jump through hoops to get at the files. Failing that there's loads of cheap hosting around, you can get 2gb storage and 100gb /month transfer for under $10/month. just google budget host reviews or somthin...
by Amphetamine
Sun Jun 24, 2007 10:28 am
Forum: ID Tech
Topic: hello. long time no see.
Replies: 33
Views: 5707

How many more of the guys from wirehead are still lurking the quake community these days? Pho & Con are still maintaining the WHS site and forums from the looks of it (Pho is also quite big on some of the quake code forums now I believe), not seen Lee in years. I think that Warden & Kenny a...
by Amphetamine
Sun Jun 24, 2007 2:04 am
Forum: ID Tech
Topic: hello. long time no see.
Replies: 33
Views: 5707

Hey Castle, REALLY long time no see.

Was gutted when I heared about the takeover :( Making casual games is not somthing for a guy with your talents.. Took me years to get to the level you got to in just a few months of working on Gen. Hope you get back to doing the stuff you love soon mate :D
by Amphetamine
Fri Jun 22, 2007 2:39 pm
Forum: ID Tech
Topic: Terrain preventing .aas creation?
Replies: 36
Views: 11721

Nice to see you got it working in the end mate :D

In the looks department, I'd switch to Dotproduct2 as the terrain will look much nicer. At the moment your textures are repeating really noticably, which grates on the eyes somwhat.
by Amphetamine
Thu Jun 21, 2007 6:44 pm
Forum: ID Tech
Topic: Terrain preventing .aas creation?
Replies: 36
Views: 11721

Hrmmm... I wasn't counting on you having a jumppad path over the center of the mountain range, that really buggers things up for adding clusterportals I'm afraid..... I'm really not sure what to sugest now.
by Amphetamine
Wed Jun 20, 2007 4:08 pm
Forum: ID Tech
Topic: Terrain preventing .aas creation?
Replies: 36
Views: 11721

It's not teleport paths, just that bspc will "see" directly through teleporters to the destination and consider that area to be in the same cluster. Looking at your map from the top down view, I would just try to clusterportal accross the passes at the side. It shouldn't be too difficult t...
by Amphetamine
Mon Jun 18, 2007 10:52 pm
Forum: ID Tech
Topic: Terrain preventing .aas creation?
Replies: 36
Views: 11721

You get AI stutter because the entire map is being seen as a single cluster by the bots. Check out Cardigan's bot/clusterportal tutorial for some answers to that problem: http://cardigan.planetquake.gamespy.com ... otopt.html

Not heared of crashes being caused by huge clusterportals before though.
by Amphetamine
Sun Jun 17, 2007 1:15 am
Forum: ID Tech
Topic: Terrain preventing .aas creation?
Replies: 36
Views: 11721

96x96 dividions creates 18432 triangles with 2 shader passes each and a lightmap. That is a hell of a lot. I've used that many for test maps, but not for anything that I was going to release as it's just too much. My sugestions would be: Try it with 32 or 48 divisions (64 max as a last resort). Forg...
by Amphetamine
Wed Jun 13, 2007 10:48 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

g0th-: Reminds me of that collapsing bridge fairly early on in Prey, where you learn about your power to come back from the dead.
by Amphetamine
Tue Jun 12, 2007 10:12 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

DNKY: That looks very different and I like it a lot :D
by Amphetamine
Sun Jun 10, 2007 10:57 pm
Forum: ID Tech
Topic: gtk radiant 5 3d window
Replies: 4
Views: 3727

ctrl+\ is the hotkey toggle for it, lots of people hit it by mistake when going for undo.
by Amphetamine
Wed Jun 06, 2007 3:45 pm
Forum: ID Tech
Topic: Gtk Question(s)
Replies: 10
Views: 4654

Performance may very possibly suck with complicated lightstyles. If the range in which the light is cast is limited, then you might be able to pull it off. Another hack might involve creating an animated additive shader used as a projected decal entity. You'd only be able to get it to scroll in a s...
by Amphetamine
Wed Jun 06, 2007 3:02 pm
Forum: ID Tech
Topic: Gtk Question(s)
Replies: 10
Views: 4654

You could do it with lightstyles, I made a very carefully controlled "Runway Light" corridor for my tricks map. You will only be able to use 4 different lightstyles in a single area. If you use others eleswhere in the level make damn sure that they are very separate, because -bounce 4 can ...
by Amphetamine
Sun Jun 03, 2007 10:59 pm
Forum: ID Tech
Topic: Lightmap alignment bug?
Replies: 9
Views: 3793

Out of interest, have you tried making a phong shader for that texture so that those 3 faces are lit as a single surface?
by Amphetamine
Sun Jun 03, 2007 9:32 am
Forum: ID Tech
Topic: Tutorial - Texture Creation From Reference
Replies: 7
Views: 3433

Nice :D Digging your turf (if you'll excuse the awfull pun).
by Amphetamine
Thu May 24, 2007 5:49 pm
Forum: ID Tech
Topic: OBB1 Emulation @ OBB0
Replies: 39
Views: 14608

Didn't Ydnar implement gamma and compensate into q3map2 for the purpose of making the lighting look more consistant between obb and non-obb setups? From what I can make out, a13n's solution gives a similar effect to multiply lighting, which works contrary to the way lighting actually works in nature...
by Amphetamine
Tue May 22, 2007 5:36 pm
Forum: ID Tech
Topic: Continuing map geometry in a _skybox
Replies: 11
Views: 4656

Quack wrote:Any suggestions on how to build the top half of an antennna with a blinking light(s)?
I'd use an autosprite flare texture with rgbgen wave square.

For info about exporting brushwork to a modeling app and back again, I'd check out Kat's site: http://www.katsbits.com/

Hope that helps.
by Amphetamine
Mon May 21, 2007 10:33 pm
Forum: ID Tech
Topic: Continuing map geometry in a _skybox
Replies: 11
Views: 4656

I've built a _skybox that's 8192 units per side with the default scale (8x by default iirc, which would make it effectively 65,536 units per side) with no problems. It's height was only 1024 units, so certainly the z height does not have to equal the x or y. Other things I've learned that may or may...
by Amphetamine
Mon May 21, 2007 2:36 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

dkny: The current combination of textures looks a little mish-mash. Industrial girders, farm-house exterior walls, plaster, loose dirt floors and tech-lights arn't really hitting me as a cohesive theme I'm afraid.

Brushwork is nice, but looks more like it would go better with a strogg-base theme.
by Amphetamine
Mon May 21, 2007 12:18 am
Forum: ID Tech
Topic: Continuing map geometry in a _skybox
Replies: 11
Views: 4656

I have been playing with this a little lately, all I can sugest is that you try to hide obvious areas with extra buildups of local geometry outside of windows and things. Remember that mapping is all smoke and mirrors, as long as you can control what the player is seeing then all is well. Remember a...
by Amphetamine
Sun May 20, 2007 5:29 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

It's a conspiricy... They're putting somthing in the water supply to make everyone bitch at each other. It's the government I tell you! They want to destroy the mapping scene because user end content leads to homebrew, which influences the modification of console hardware! They're coming to get me!!...
by Amphetamine
Fri May 18, 2007 10:54 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

DNKY: I recall LMCTF having a couple of maps like that. There were some great levels for that, really fun :D
by Amphetamine
Fri May 18, 2007 5:41 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3396959

More eye candy please guys :D
by Amphetamine
Thu May 17, 2007 7:03 pm
Forum: ID Tech
Topic: blendFunc GL_DST_COLOR GL_SRC_COLOR
Replies: 11
Views: 9091

Does q3 really need flickering lights? I would say animated lights rather than flickering, since there is a lot more you can achieve with them than just "flickering" if you put a little thought into their usage. I'm sure you can use additive lightmap blends as well, and that would achieve...