Search found 152 matches
- Mon Aug 02, 2010 7:03 pm
- Forum: ID Tech
- Topic: Fog in cave
- Replies: 9
- Views: 2843
Re: Fog in cave
Iirc fog needs to sit in a structural hull. A bathtub so to speak. Together with liquids it's one of the more annoying things to accomplish. I suggest you read up all you can find on fog an liquids (shader manual is a good startingpoint) Because it's a bit too much to explain in a single forum post....
- Sat Jul 10, 2010 12:28 pm
- Forum: ID Tech
- Topic: Compiling with GTKRadiant on Ubuntu
- Replies: 7
- Views: 3135
Re: Compiling with GTKRadiant on Ubuntu
Yay, got a solution to my problem, not the one i expected, but it works :D Installed Q3Map2Toolz in wine, plucked q3map2 and bspc from my old windows install, made a link to the quake3 starterscript in my .q3a folder and voilà. Only thing that doesn't work is the monitoring, but at least i now have ...
- Wed Jul 07, 2010 1:59 pm
- Forum: ID Tech
- Topic: Compiling with GTKRadiant on Ubuntu
- Replies: 7
- Views: 3135
Re: Compiling with GTKRadiant on Ubuntu
I'm using the 1.5.0 version of GTKRadiant.
Hey Wattro, nice to see you're still alive.
dichtfux, why do you suggest another Radiant fork of which you don't know whether q3map2 integration works when my question is specifically about this integration?
Hey Wattro, nice to see you're still alive.
dichtfux, why do you suggest another Radiant fork of which you don't know whether q3map2 integration works when my question is specifically about this integration?
- Wed Jul 07, 2010 1:16 am
- Forum: ID Tech
- Topic: Looking for an old Q3 map which was greyscale
- Replies: 16
- Views: 4835
Re: Looking for an old Q3 map which was greyscale
In case youŕe still looking for it, I've got a map in my collection it's called charon3dm4 and contains three b&w versions default bots. iirc it was a contestwinner of some sorts back then.
- Wed Jul 07, 2010 12:28 am
- Forum: ID Tech
- Topic: Compiling with GTKRadiant on Ubuntu
- Replies: 7
- Views: 3135
Compiling with GTKRadiant on Ubuntu
Ok, this feels a bit odd since I once knew pretty much everything there is to know about working with Q3map2, but things have changed and me knowledge about it all got pretty rusty. I managed to install Quake3 and GTKRadiant on my linux box, and I got q3map to do what it should on it's own, but when...
- Mon Jul 05, 2010 10:46 pm
- Forum: ID Tech
- Topic: Converting from BSP to MAP files
- Replies: 5
- Views: 2388
Re: Converting from BSP to MAP files
Yeah, once in a while I get this weird itchy feeling :P
- Mon Jul 05, 2010 8:17 pm
- Forum: ID Tech
- Topic: Need Help regarding this weird q3map2 error =(
- Replies: 30
- Views: 13159
Re: Need Help regarding this weird q3map2 error =(
Alright Thankx for information. Could you tell me whats the latest version of q3map2toolz? And will it reduce my compile time with -lomem command? -lomem will increase compiletime but gives you back a lower memory usage while compiling. And regarding Q3Map2Toolz, the links in the links section will...
- Mon Jul 05, 2010 7:32 pm
- Forum: ID Tech
- Topic: Converting from BSP to MAP files
- Replies: 5
- Views: 2388
Re: Converting from BSP to MAP files
cityy, those are q3map2 options, my q3map2toolz just passes them on. Note regarding decompiling a map: it will not give you the original map back, a lot of stuff is lost in the compiling-process that cannot be retrieved when decompiling. So don't expect a quick and easy editing of the map to change ...
- Mon Jul 05, 2010 7:16 pm
- Forum: ID Tech
- Topic: BubbleQ First Quake 3 level, CTF
- Replies: 8
- Views: 3869
Re: BubbleQ First Quake 3 level, CTF
I'm stoked to see that people are still making "first maps" for this game. Since you're adding rocket launchers in to be able to rj around the map before you put in jumppads, I'm assuming you aren't familiar with some useful commands. Test your map by launching it with the commands /sv_pu...
- Thu Oct 16, 2008 5:02 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3302918
Re: Screenshots
hmm familiar overly sanitized styleFjoggs wrote:Haven't posted a few shots in ages, so I thought i might aswell post these. Very early shots of what's one of my entrys in the #cpmpickup contest.

- Sun Dec 09, 2007 6:25 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3302918
Re: Screenshots
Guess you haven't played D3 yetwattro wrote:definitely looks way too dark

- Sun Dec 09, 2007 12:03 am
- Forum: ID Tech
- Topic: Just thought I would share...
- Replies: 4
- Views: 2088
Re: Just thought I would share...
Knowing Castle it'll be somewhere halfway inbetweenobsidian wrote:You making a map or trying to remake UT3?

- Sat Dec 01, 2007 11:48 pm
- Forum: ID Tech
- Topic: Help finding a couple of textures
- Replies: 3
- Views: 2032
Re: Help finding a couple of textures
The reason why i have two Quake3 installs, one for mapping and one for gaming. No surprise textures and stuff for me. btw, i have a nifty tool on my website to create an instant clean baseq3 folder. It moves all custom pk3's into a temp folder and back. http://hro.planetquake.gamespy.com/ In the fil...
- Sat Dec 01, 2007 11:40 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
Thanks for pointing out that my mapping terminology is a bit rustyobsidian wrote:When you hit "v" the green and pink vertexes are called control points. Those have to be on the grid. The actual mesh vertexes don't.



- Fri Nov 30, 2007 6:10 pm
- Forum: ID Tech
- Topic: gtk 1.5 TO gtk 1.4
- Replies: 5
- Views: 2226
Re: gtk 1.5 TO gtk 1.4
iirc you can use the two side by side.
- Thu Nov 29, 2007 3:17 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
I have been using 1.5 in the past, but went back to 1.4 mostly because the missing z-bar reduced productivity. BTW, what you say about patch handling sound very irregular to me. Simple maths tell me that vertexpoints dictate the shape of in this case patches. So similair curves should fit together. ...
- Thu Nov 29, 2007 2:44 am
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
First off all, I'm not a fan of private messages that are about stuff that can be posted in public, certainly if it's about how to map. Second, I in theory could've gone away for months again from this forum, and thus not be able to answer your question. How did you make the patch mesh for the top a...
- Tue Nov 27, 2007 8:44 pm
- Forum: ID Tech
- Topic: Some good texture banks?
- Replies: 14
- Views: 4753
Re: Some good texture banks?
erm don't forget to rename the tga and create a new lava-shader
- Tue Nov 27, 2007 8:29 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
This is how you should do it: http://hwhaan.homeip.net/images/neatcurve.jpg Mapfile: neatcurve If you need more then one texture on the wall, just clone and resize the vertical elements, move the top patch up and cram them in. btw, you probably wont need the bottom patch. Note: all that i used is tw...
- Sat Nov 24, 2007 6:53 pm
- Forum: Technology & Troubleshooting
- Topic: continuous network usige After Accessing network shares
- Replies: 5
- Views: 2111
Re: continuous network usige After Accessing network shares
The other days when i was testing my network setup I found out that sometimes when i started a d-load and canceled it halfway the bugger kept on d-loading the whole file.
- Sat Nov 24, 2007 6:45 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
Thicken could cause nasty errors similair to capping a cone. Anyways mangling patches isn't that hard, just keep your vertexes on grid (ctrl-g) and make sure that when two patches meet their vertex points line-up.
- Wed Nov 21, 2007 5:15 pm
- Forum: ID Tech
- Topic: Need help with Q3Map2Toolz
- Replies: 14
- Views: 3914
Re: Need help with Q3Map2Toolz
Hi, I added mapacker back then for ease of betatesting. It's best to not use it for final maps. There are too many downsides to it, it copies whole *.shader files instead of the individual shaders, and the above mentioned problem with models.
- Wed Nov 21, 2007 5:03 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 10819
Re: Curve walls or Brushes
Usualy I shuvv a few thin brushes between the two curves.
- Fri Nov 09, 2007 11:38 pm
- Forum: ID Tech
- Topic: [q3] el3dm5 beta 1 (UPDATED again!)
- Replies: 20
- Views: 5075
Re: [q3] el3t5 alpha 2 (UPDATED)
/me downloads (in a desperate attempt to find some inspiration
)

- Thu Nov 08, 2007 10:58 pm
- Forum: ID Tech
- Topic: [q3a] el3t4 beta 4 (UPDATED again! Final?)
- Replies: 41
- Views: 9457
Re: [q3a] el3t4 beta 4 (UPDATED again! Final?)
:O Hey Hr.O! Good to see you on the board. Been too long since you last visit :) Lot happened in the past few years, finally coming to terms with stuff. It's realy a pitty I've gotten so out of mapping. Have been fooling around with GTK-Rad, but gawd do i feel rusty. It's like having to learn thing...