Search found 20 matches

by Detoeni
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...
by Detoeni
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 ...
by Detoeni
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...
by Detoeni
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 ...
by Detoeni
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.
by Detoeni
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 ...
by Detoeni
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.
by Detoeni
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.
by Detoeni
Thu Apr 12, 2007 6:44 pm
Forum: ID Tech
Topic: Help with RTCW
Replies: 5
Views: 2310

First rule of mapping for RTCW is do not use wolfradiant, it will be painfull.
Use GtkRadiant, you'll find a link to it in the sticky's here.
by Detoeni
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.
by Detoeni
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...
by Detoeni
Fri Jan 27, 2006 8:33 am
Forum: ID Tech
Topic: RTCW - Created Script
Replies: 5
Views: 2313

by Detoeni
Mon Dec 26, 2005 7:11 pm
Forum: ID Tech
Topic: wolf radiant help
Replies: 9
Views: 3169

Wolf rad's is a little old and a little bit naff.

Get GtkRadiant 1.4 rtcwet, unless you want to do SP mapping then you might want to start with 1.2/3 (I cant rember off hand when they stopped inclueding the sp stuff)
by Detoeni
Sat Nov 19, 2005 3:40 pm
Forum: ID Tech
Topic: q3map2
Replies: 10
Views: 3153

by Detoeni
Fri Nov 04, 2005 1:37 am
Forum: Quake 4 Discussion
Topic: So the Quake 4 Lighting system
Replies: 33
Views: 9322

by Detoeni
Wed Nov 02, 2005 5:22 pm
Forum: ID Tech
Topic: Quake 4 Tutorial Requests
Replies: 12
Views: 5007

After you select the brushwork, you need to click back on the main window befor ctrl+shift+a. You should get a message that says "caulking..." in the console, then how many faces were caulked.
by Detoeni
Wed Nov 02, 2005 12:16 pm
Forum: ID Tech
Topic: Quake 4 Tutorial Requests
Replies: 12
Views: 5007

It automaticly caulks unseen faces on selected brushies. If its like doom3 then you dont need to worry too much about it as unseen faces are removed anyway at run time.
by Detoeni
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.
by Detoeni
Thu Jun 23, 2005 10:20 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3165851

If your using ET then youll be glad to know they broke cg_draw2d with the last patch. Add this to your "game_manager" script to correct: remapshader gfx/2d/crosshaira textures/my_map/crosshaira remapshaderflush point "textures/my_map/crosshaira" at a full alpha texture and shader...