Search found 152 matches

by Hr.O
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....
by Hr.O
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 ...
by Hr.O
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?
by Hr.O
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.
by Hr.O
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...
by Hr.O
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
by Hr.O
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...
by Hr.O
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 ...
by Hr.O
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...
by Hr.O
Thu Oct 16, 2008 5:02 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3302918

Re: Screenshots

Fjoggs 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.
hmm familiar overly sanitized style :p
by Hr.O
Sun Dec 09, 2007 6:25 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3302918

Re: Screenshots

wattro wrote:definitely looks way too dark
Guess you haven't played D3 yet :p
by Hr.O
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...

obsidian wrote:You making a map or trying to remake UT3? :p
Knowing Castle it'll be somewhere halfway inbetween :smirk:
by Hr.O
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...
by Hr.O
Sat Dec 01, 2007 11:40 pm
Forum: ID Tech
Topic: Curve walls or Brushes
Replies: 42
Views: 10819

Re: Curve walls or Brushes

obsidian 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.
Thanks for pointing out that my mapping terminology is a bit rusty :dork: :miffed: :p
by Hr.O
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.
by Hr.O
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. ...
by Hr.O
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...
by Hr.O
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
by Hr.O
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...
by Hr.O
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.
by Hr.O
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.
by Hr.O
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.
by Hr.O
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.
by Hr.O
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 :paranoid: )
by Hr.O
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...