Search found 20 matches
- Thu Jan 01, 2009 3:33 pm
- Forum: ID Tech
- Topic: Triggering console commands
- Replies: 22
- Views: 9125
Re: Triggering console commands
A long time ago, I did a "size test" just to see if I could compile something that span the entire grid. I'm pretty sure I could and that it took about 10min to run from one corner to the opposite one... You can also run a bsp compile on the mymap.bsp with just the "-scale #" ke...
- Fri Nov 21, 2008 10:04 pm
- Forum: ID Tech
- Topic: Sparse Voxel Octree (idTech6)
- Replies: 62
- Views: 32338
Re: Sparse Voxel Octree (idTech6)
(Mostly used for indoor cave stuff) and every where there's sculpted terrain, rocks, cliffs and the likes. They got a lot out of this feature and its also turned work flow on its head. Being able to wave me mouse over my monitor while muttering “make cliffs here” beats modeling them in max any day ...
- Thu Sep 18, 2008 12:28 pm
- Forum: ID Tech
- Topic: Simulated Bump-Mapping?
- Replies: 11
- Views: 6407
Re: Simulated Bump-Mapping?
see tutorial here : http://detoeni.planetwolfenstein.gamespy.com/bump.htm Works best in RTCW/ET as they use much bigger lightmaps Q3V. If you want to use it on terrain in Q3V, this can be exported to an external lightmap which can be up to 1024x1024 and does give quite good results with a little hac...
- Sun May 18, 2008 1:42 pm
- Forum: ID Tech
- Topic: help! UV mapping lost (.ase - to radiant)
- Replies: 5
- Views: 3181
Re: help! UV mapping lost (.ase - to radiant)
See thread here Ah ha, been looking for that post, SPD posted this over at the SD forums. http://www.splashdamage.com/forums/show ... hp?t=16693 This post from ydnar is the one I was looking for: You have to bake the texture coordinates into a UV map. The ASE loader doesn't honor any texture scale ...
- Mon Apr 28, 2008 5:54 am
- Forum: ID Tech
- Topic: map editing difficaulties; please help
- Replies: 18
- Views: 3744
Re: map editing difficaulties; please help
Aye, I know a little, but I am also just a little rusty.
- Sun Apr 27, 2008 11:25 am
- Forum: ID Tech
- Topic: map editing difficaulties; please help
- Replies: 18
- Views: 3744
Re: map editing difficaulties; please help
grab this: http://hro.planetquake.gamespy.com/quake_3/?page_id=8 It will allow you to compile outside radiant, and has options for writing a log. compile with the following for et + tick log stage BSP = -meta -mv 1024 -mi 6144 -v VIS = -saveprt -v LIGHT = -fast -samples 2 -v -external -lightmapsize ...
- Thu Jan 03, 2008 1:22 pm
- Forum: ID Tech
- Topic: dc_map07 fix request
- Replies: 10
- Views: 4297
Re: dc_map07 fix request
The Dreamcast Mappack shader does not use correct naming conventions for the shaders within it. If you'v got a custom map in baseq3 that does the same, and has a shader with the same name as one in the dreamcast mappack, then this is where you are getting the conflict.
- Wed Jan 02, 2008 10:14 pm
- Forum: ID Tech
- Topic: dc_map07 fix request
- Replies: 10
- Views: 4297
Re: dc_map07 fix request
mmm
nice little map, works in clean Q3TA install as well (patched 1.32), it will be a none standard pk3/shader your looking for.

- Thu Apr 12, 2007 6:44 pm
- Forum: ID Tech
- Topic: Help with RTCW
- Replies: 5
- Views: 2310
- Fri Apr 14, 2006 8:39 am
- Forum: ID Tech
- Topic: Texture modification on map models
- Replies: 13
- Views: 5584
md3fix is not quite what your after but this:
http://www.planetquake3.net/download.ph ... id&lid=481
will let you edit the shader paths within the model.
misc_models get "baked" into the bsp by q3map2 by default.
http://www.planetquake3.net/download.ph ... id&lid=481
will let you edit the shader paths within the model.
misc_models get "baked" into the bsp by q3map2 by default.
- Mon Mar 20, 2006 8:28 am
- Forum: ID Tech
- Topic: Reducing number of nodes in terrain map?
- Replies: 19
- Views: 5712
One way that I got to work quite well was to make two ase terrain models, one high poly and one low. The low poly gets used in game while the high is used to make a normal map* which is used by the shader for the low poly with an over sized (for q3) lightmap being exported by q3map2, 512x512 gives a...
- Fri Jan 27, 2006 8:33 am
- Forum: ID Tech
- Topic: RTCW - Created Script
- Replies: 5
- Views: 2313
- Mon Dec 26, 2005 11:27 pm
- Forum: ID Tech
- Topic: wolf radiant help
- Replies: 9
- Views: 3169
- Mon Dec 26, 2005 7:11 pm
- Forum: ID Tech
- Topic: wolf radiant help
- Replies: 9
- Views: 3169
- Fri Nov 04, 2005 1:37 am
- Forum: Quake 4 Discussion
- Topic: So the Quake 4 Lighting system
- Replies: 33
- Views: 9322
This might be of intrest:
http://www.fuzzpopfx.com/tutorials/doom3/
http://www.fuzzpopfx.com/tutorials/doom3/
- Wed Nov 02, 2005 5:22 pm
- Forum: ID Tech
- Topic: Quake 4 Tutorial Requests
- Replies: 12
- Views: 5007
- Wed Nov 02, 2005 12:16 pm
- Forum: ID Tech
- Topic: Quake 4 Tutorial Requests
- Replies: 12
- Views: 5007
- Sat Oct 01, 2005 4:02 pm
- Forum: ID Tech
- Topic: Shaderlab.com gone?
- Replies: 22
- Views: 11076
there's an older copy here:
http://members.lycos.co.uk/quakeroats/q3map2sm/
ydnar's aware of the problem, just hope it gets fixed.
http://members.lycos.co.uk/quakeroats/q3map2sm/
ydnar's aware of the problem, just hope it gets fixed.
- Thu Jun 23, 2005 10:20 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3165851