Search found 955 matches
- Wed Feb 24, 2016 3:25 pm
- Forum: ID Tech
- Topic: How to deal with Easter-Eggs & copyrights ?
- Replies: 6
- Views: 7893
Re: How to deal with Easter-Eggs & copyrights ?
Getting sued *is* a legality and you can't talk about using others ideas without invoking Copyright = legalities. And talking of getting sued, in this context that would likely happen if the individual chose to ignore a take-down request, which is a more pressing and immediate concerns for modders (...
- Wed Feb 24, 2016 3:08 am
- Forum: ID Tech
- Topic: How to deal with Easter-Eggs & copyrights ?
- Replies: 6
- Views: 7893
Re: How to deal with Easter-Eggs & copyrights ?
To be clear, I'm not a lawyer (although i could ask one or two :)) It is absolutely legal to use samples of music to a certain time limit. I dont know the exact seconds though. The other thing is that youre work is not commercial, you are not earning any money out of it. There are NO provisions in ...
- Sat Jan 30, 2016 8:21 am
- Forum: ID Tech
- Topic: Blender 2.7.3 and ASE + MD3 export?
- Replies: 5
- Views: 4543
Re: Blender 2.7.3 and ASE + MD3 export?
Also forgot, as you're using Blender download the reference pack to solve your scaling/size issues -http://www.katsbits.com/tools/#reference
- Sat Jan 30, 2016 6:20 am
- Forum: ID Tech
- Topic: Blender 2.7.3 and ASE + MD3 export?
- Replies: 5
- Views: 4543
Re: Blender 2.7.3 and ASE + MD3 export?
You know... you could have asked this on KatsBits 
The should both work, I've not extensively tested them in 2.76 though (using both in 2.70 ATM because that's got a working *.map exporter).
As for the grid - http://www.katsbits.com/tutorials/blend ... hp#mapgrid

The should both work, I've not extensively tested them in 2.76 though (using both in 2.70 ATM because that's got a working *.map exporter).
As for the grid - http://www.katsbits.com/tutorials/blend ... hp#mapgrid
- Sun Jan 17, 2016 1:24 pm
- Forum: ID Tech
- Topic: Merry Christmas: GtkRadiant 1.6.5 (Beta)
- Replies: 5
- Views: 4313
Re: Merry Christmas: GtkRadiant 1.6.5 (Beta)
Just popping in to say thanks for setting that up obsidian makes it easier to point people to one place.
- Wed Oct 07, 2015 4:55 pm
- Forum: ID Tech
- Topic: Blender 3D Quake 3 Map Exporter
- Replies: 4
- Views: 6105
Re: Blender 3D Quake 3 Map Exporter
Not tried this yet but reading through the docs it appears individual objects have to be tagged one way or the other for proper export? Wouldn't it be more efficient to assume all objects in a Scenes are part of a map so objects get treated as *.map data unless otherwise tagged? In other words a mes...
- Tue Sep 15, 2015 1:55 am
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34973
Re: Q4 texture pack for Q3
[deleted original response because it's just.. not.. worth it]
- Mon Sep 07, 2015 6:18 am
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 19978
Re: Interesting landscapes made in GTKRadiant?
If you follow the instructions summary mentioned previously and ONLY pull the TOP vertex down you end up with a dome (half a sphere). Not entirely sure how you ended up with a flat pancake from that. And no it doesn't create the "illusion" of a planet, it creates a three-dimensional object...
- Sun Sep 06, 2015 12:23 am
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 19978
Re: Interesting landscapes made in GTKRadiant?
You said a "sphere" not a circle (flat plane). If you want the latter you literally just need to use a flat patch mesh or thin-ish brush volume (which needs nodraw on all other faces) and apply an alpha'd 'planet' image as the texture - it not really that much different from making and usi...
- Sat Sep 05, 2015 12:29 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 19978
Re: Interesting landscapes made in GTKRadiant?
You don't need any example files as it's pretty simple to do; 1) Draw a cube. 2) from "Curve" select "Cone". 3) press "V" and drag top-most point down ("Esc" or "V" to exit). 4) duplicate ("Space") and re-position. 5) texture (may need &quo...
- Tue Sep 01, 2015 8:58 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 19978
Re: Interesting landscapes made in GTKRadiant?
Hmm, why Blender, I have used it in the past years ago for Ocean animation. But I wouldn't really know how to create much a landscape in it. It really depends on what you're trying to achieve, the simplest terrain is just a subdivided flat plane that has a few hills pulled from it. But that can als...
- Thu Jul 23, 2015 1:08 am
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34973
Re: Q4 texture pack for Q3
Kat, I think that the article is not enough. The author took some graphic editor (Corel Photo Paint x5 released in 2010), which desaturates normalmaps badly, and proclaimed that only nJob (or something like this) convert normalmaps correctly. As I can see (and you - in my screenshots) Paint.NET doe...
- Tue Jul 21, 2015 11:43 pm
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34973
Re: Q4 texture pack for Q3
Kat, you can make your manual how to do it correctly and (or) show us (in comparison) advantages/disadvantages of both our methods. As I can see, Paint.NET desaturates bluish normalmaps correctly enough, without losing detalisation. Inverting colors allows to make illusion of correct relief. It's e...
- Mon Jul 20, 2015 7:41 pm
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34973
Re: Q4 texture pack for Q3
Will do... when wanting to know how NOT to do itV1979 wrote:Kat, I am satisfied with my results. See screenshots or just repeat my steps.

- Mon Jul 20, 2015 6:35 pm
- Forum: ID Tech
- Topic: Q4 textures and maps for Q3
- Replies: 47
- Views: 34973
Re: Q4 texture pack for Q3
@V1979: don't convert normal maps using desaturation, that results in incorrectly interpreted grey-scale tonal values in the bump/height maps - light-blue is not synonymous with light-grey.
- Fri Jan 09, 2015 7:58 pm
- Forum: ID Tech
- Topic: Learning Blender 2.7.3
- Replies: 38
- Views: 37383
Re: Learning Blender 2.7.3
You're over complicating what you're trying to do. When you look at the default scene in Blender you see a single cube. To Blender that is an empty shell, an object with 6 surfaces. To *us* however, that same object represents a solid volume. This means that when you're modelling you're doing so usi...
- Fri Jan 09, 2015 3:17 pm
- Forum: ID Tech
- Topic: Learning Blender 2.7.3
- Replies: 38
- Views: 37383
Re: Learning Blender 2.7.3
When you do relatively complex shapes like you show above with your beveled cube, you're relying on the scripts ability to properly convert a plane into a volume, it does that by extruding surfaces backwards - it's this extrusion process that causes corrupt brush volumes (try it on that tiny corned ...
- Fri Jan 09, 2015 1:26 pm
- Forum: ID Tech
- Topic: Learning Blender 2.7.3
- Replies: 38
- Views: 37383
Re: Learning Blender 2.7.3
They pulled the exporter from 2.71 because they thought on-one was using it so that last working version is in 2.70 (so 2.71 thru to the latest version don't have it - I don't know if it will ever return). Depending on the exporter for *.map you *can* work the way your describe (using 'blender sized...
- Fri Jan 09, 2015 3:20 am
- Forum: ID Tech
- Topic: Learning Blender 2.7.3
- Replies: 38
- Views: 37383
Re: Learning Blender 2.7.3
Thank you... that works for export to Q3A .map... is there a import .map also available? Installing above Exporter: For those interested, the above exporter needs to be unpacked into: Blender\<version number>\scripts\addons\ creating the io_scene_map folder there. Launch Blender, then under File me...
- Mon Dec 29, 2014 9:30 am
- Forum: ID Tech
- Topic: Industrial Texture Pack
- Replies: 98
- Views: 70940
Re: Industrial Texture Pack
I've got them but would rather get them to sock so he can put them back up. Not especially comfortable in principle just making them available because I can (ooo principles!)
- Tue Sep 09, 2014 1:45 pm
- Forum: ID Tech
- Topic: Looking for former Map-center or Levelmakers mods/admins
- Replies: 108
- Views: 99411
Re: Looking for former Map-center or Levelmakers mods/admins
Some of us never stopped *cough*obsidian wrote:So.... are all you guys gonna make some maps or what?

- Sun Sep 07, 2014 12:52 pm
- Forum: ID Tech
- Topic: Looking for former Map-center or Levelmakers mods/admins
- Replies: 108
- Views: 99411
Re: Looking for former Map-center or Levelmakers mods/admins
... and the peeps did receive-eth the message from the lord-eth and they did come-eth out of the land-ethdONKEY wrote:Have sent messages to peeps

Hullo *waves*.
- Fri Apr 04, 2014 4:14 pm
- Forum: ID Tech
- Topic: Blender and exporting ASE for use in Quake 3
- Replies: 11
- Views: 8258
Re: Blender and exporting ASE for use in Quake 3
*waves at the guys* @ Bacon: unfortunately there isn't a quick way to condense materials the way you're wanting in Blender; selection is material based because textures can be assigned to more than one material. It might be possible to edit your source file, change the material/texture assignments t...
- Thu Apr 03, 2014 11:09 pm
- Forum: ID Tech
- Topic: Blender and exporting ASE for use in Quake 3
- Replies: 11
- Views: 8258
Re: Blender and exporting ASE for use in Quake 3
700 materials?! Unfortunately that won't work, it's one material per (geom) Object for idtech, otherwise when you load the mesh, the one material/texture that is used will be applied to everything. You could combine the images into a single texture sheet but that depends on what you're doing and how...
- Sat Oct 12, 2013 11:34 am
- Forum: ID Tech
- Topic: The Dark Mod 2.0 Standalone Release!!!
- Replies: 24
- Views: 39339
Re: The Dark Mod 2.0 Standalone Release!!!
Well done guys!