Search found 37 matches

by highlanderstl
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.
by highlanderstl
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?
by highlanderstl
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?
by highlanderstl
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...
by highlanderstl
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...
by highlanderstl
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...
by highlanderstl
Fri Nov 30, 2007 6:20 am
Forum: ID Tech
Topic: Curve walls or Brushes
Replies: 42
Views: 11205

Re: Curve walls or Brushes

obsidian wrote:You sure vertexes are aligned to grid? How about after compiling?
Yep, every thing has been Ctrl + G and it's the same after compiling.
by highlanderstl
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...)
by highlanderstl
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...
by highlanderstl
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.
by highlanderstl
Wed Nov 28, 2007 12:53 pm
Forum: ID Tech
Topic: Some good texture banks?
Replies: 14
Views: 4968

Re: Some good texture banks?

Fjoggs wrote:Ops, forgot about this. The bluelava ID made is in the sfx texturefolder:
Image
Isn't that a fire texture?

And I needed a matching red one of those then if I would of used that.
by highlanderstl
Wed Nov 28, 2007 12:29 am
Forum: ID Tech
Topic: Some good texture banks?
Replies: 14
Views: 4968

Re: Some good texture banks?

Hr.O wrote:erm don't forget to rename the tga and create a new lava-shader
NP, I already did that. It work great by just changing the hue.

Thanks!!!

Used the lavahell.jpg from ID
ImageImage
by highlanderstl
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.
by highlanderstl
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...
by highlanderstl
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...
by highlanderstl
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" :)
by highlanderstl
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...
by highlanderstl
Fri Nov 23, 2007 7:57 am
Forum: ID Tech
Topic: Texture lighting
Replies: 12
Views: 3592

Re: Texture lighting

Kaz wrote:play around with:

q3map_backsplash p d
q3map_lightsubdivide n
Can you use both of them on one shader? I thought q3map_backsplash will not work on q3map_lightsubdivide.

I tried using backsplash and it is not working for me.
by highlanderstl
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,...
by highlanderstl
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...
by highlanderstl
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...
by highlanderstl
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 ...
by highlanderstl
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 ...
by highlanderstl
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
by highlanderstl
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 ...