Search found 37 matches
- Tue Dec 04, 2007 7:22 pm
- Forum: ID Tech
- Topic: Custom skybox (env) - add clouds by shader???
- Replies: 5
- Views: 2851
Re: Custom skybox (env) - add clouds by shader???
I was afraid of that, thanks.
- Tue Dec 04, 2007 2:29 am
- Forum: ID Tech
- Topic: Custom skybox (env) - add clouds by shader???
- Replies: 5
- Views: 2851
Re: Custom skybox (env) - add clouds by shader???
If I only altered 1 of the 6 sides of the env, is there anyway I can just included that 1 sided in my pk3 file and use the other 5 sides from the pak1.pk3 file?
- Sun Dec 02, 2007 6:19 am
- Forum: ID Tech
- Topic: Texture options in gtk
- Replies: 8
- Views: 3191
Re: Texture options in gtk
was 1.5 suppose to be a downgrade for 1.4?
- Fri Nov 30, 2007 9:30 pm
- Forum: ID Tech
- Topic: Texture options in gtk
- Replies: 8
- Views: 3191
Texture options in gtk
So, I'm currently using gtk 1.5 and 1) I'm not finding any way to have all the textures load, I have to select each folder to get the textures to load then press show all textures for me to get all the textures to load. There has to be an option somewhere that can shortcut this and just show all tex...
- Fri Nov 30, 2007 9:07 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
1.5 does that if the patch is 32x32 I don't quite understand what you mean by that? If you make a bevel on a 32 grid and you make the mesh on a 32 grid and you adjust them on the grid (ctrl + g) wouldn't both of them be treated the same way. or is the mesh being adjusted to the grid by the vertex p...
- Fri Nov 30, 2007 7:30 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Well, I guess I can't be certain on how to answer that. If it means that the 2 ends of the patch are on the current grid, then yes it is on the grid. However, if you mean that at each bend in the patch is on the curve, then no. Is this another great feature that 1.5 has? If I select the patch and pr...
- Fri Nov 30, 2007 6:20 am
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Yep, every thing has been Ctrl + G and it's the same after compiling.obsidian wrote:You sure vertexes are aligned to grid? How about after compiling?
- Fri Nov 30, 2007 3:13 am
- Forum: ID Tech
- Topic: gtk 1.5 TO gtk 1.4
- Replies: 5
- Views: 2287
gtk 1.5 TO gtk 1.4
If I took my map I'm currently working on in gtk 1.5 and moved it to gtk 1.4.
Would I have any issues by doing this? (e.g. - brushes not aligning the same, etc...)
Would I have any issues by doing this? (e.g. - brushes not aligning the same, etc...)
- Fri Nov 30, 2007 3:08 am
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Hr.O: Are you using 1.5? The older radiant versions automaticly adjusted to the adjacent patch, but in 1.5 it doesnt, leaving holes between the curve and the top patch. http://www.nlnoluck.com/images/suxass/Misalignment.JPG the outer bevel and mesh are aligning; however, it's the inner bevel and th...
- Wed Nov 28, 2007 5:59 pm
- Forum: ID Tech
- Topic: Some good texture banks?
- Replies: 14
- Views: 4968
Re: Some good texture banks?
ok, thanks for the info.
- Wed Nov 28, 2007 12:53 pm
- Forum: ID Tech
- Topic: Some good texture banks?
- Replies: 14
- Views: 4968
Re: Some good texture banks?
Isn't that a fire texture?Fjoggs wrote:Ops, forgot about this. The bluelava ID made is in the sfx texturefolder:
And I needed a matching red one of those then if I would of used that.
- Wed Nov 28, 2007 12:29 am
- Forum: ID Tech
- Topic: Some good texture banks?
- Replies: 14
- Views: 4968
Re: Some good texture banks?
NP, I already did that. It work great by just changing the hue.Hr.O wrote:erm don't forget to rename the tga and create a new lava-shader
Thanks!!!
Used the lavahell.jpg from ID


- Sun Nov 25, 2007 3:52 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Well, since I'm on 1.5, the only thing I can do is make two patches and cap off the top and the 2 sides with several brushes. Just have to make sure that I use clrt + g on the patches, so everything will line up perfectly.
- Sat Nov 24, 2007 7:20 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Yeah, I just saw I could lock the curves into a grid size, so I should be able to mix the brushes with the patches without a problem. That was my problem was that I could not move and points on the curve to fall on the grid, so my brushes would like up exactly right. So, my main problem over this en...
- Sat Nov 24, 2007 5:46 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
How are you doing the caps on your patches? Also, in that screeny you have there, you are talking about the patch ( curve ) in the foreground and not the one further back, correct? Have you ever used Thicken Patch ? I have a couple suggestions for you that may help you out in some of your situation...
- Sat Nov 24, 2007 5:23 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
ok, well I'm new to using curves that's obvious. I guess I need to read up some more on "patches" 

- Sat Nov 24, 2007 5:20 pm
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Re: Texture lighting
Of primary concern is that your shader does not have a lightmap stage and lightmaps surpressed with nolightmap, so I'm assuming that your texture is really only being vertex lit which probably explains a great many things. You can't light something that doesn't have a lightmap in the first place. D...
- Fri Nov 23, 2007 7:57 am
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Re: Texture lighting
Can you use both of them on one shader? I thought q3map_backsplash will not work on q3map_lightsubdivide.Kaz wrote:play around with:
q3map_backsplash p d
q3map_lightsubdivide n
I tried using backsplash and it is not working for me.
- Thu Nov 22, 2007 10:39 pm
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Re: Texture lighting
After thinking about what is happening. I relooked at that shader and it is due to tessSize. tessSize <amount> The tessSize shader controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only applicable to solid brushes, not curves,...
- Thu Nov 22, 2007 10:21 pm
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Re: Texture lighting
It just looked like you hadn't added any other light sources except that beam. But I might be mistaken so never mind me. :) That is right, but that is what I want. However, I want that light to be constant all the way across that beam, and not making these "spots". I also remember those p...
- Thu Nov 22, 2007 5:09 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Well as Hr.O mentioned, putting a smaller brush in between them works wonders and would save all the extra work of making a curve brush then making a "normal" brush and putting it in the same place. Curves (patches) look better than reg brushes and if you make the wall in between a little...
- Thu Nov 22, 2007 4:07 pm
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Re: Texture lighting
20k? Jesus, that's high. My shaders has max max max 1k surfacelight for trims like that. Try lowering the value, It is high, I just wanted to make it stick out more for the pic for you guys. It's truely at a lower value, but it still does that "hotspots" just not as obvious. and then add ...
- Thu Nov 22, 2007 6:44 am
- Forum: ID Tech
- Topic: Texture lighting
- Replies: 12
- Views: 3592
Texture lighting
Ok, when I'm trying to have a texture emit light, it always create these "hotspots" of light. http://www.nlnoluck.com/images/suxass/hotspots.jpg In this pic, left side is NOT emitting light at all & the right side is emitting light by (q3map_surfacelight 20000) the shader. This is the ...
- Wed Nov 21, 2007 6:44 pm
- Forum: ID Tech
- Topic: Quake3 - model/mapobjects/gargoyl1.md3
- Replies: 12
- Views: 5275
Re: Quake3 - model/mapobjects/gargoyl1.md3
Here is another pack of md3 that id didn't release that someone created. http://planetquake.com/lycon/misc/q3_recreationpack.zip
- Wed Nov 21, 2007 6:20 pm
- Forum: ID Tech
- Topic: Curve walls or Brushes
- Replies: 42
- Views: 11205
Re: Curve walls or Brushes
Usualy I shuvv a few thin brushes between the two curves. True, I did that as well, but then why not just drop the curves and make the brushes larger? What I like doing now is: 1) make the curves to give the result I like 2) then go back and insert brushes to fill in that exact area 3) then remove ...