Search found 36 matches

by ydnar
Wed Oct 08, 2008 3:33 pm
Forum: ID Tech
Topic: antiportals
Replies: 22
Views: 147913

Re: antiportals

Hi, A Hint face dynamically blocks visibility without affecting physics. . An Antiportal face statically blocks visibility without affecting physics . Like Hint, Antiportal lets you create a specific BSP split. Unlike Hint, the area bound by the brush face does not create portals between the leaves ...
by ydnar
Wed Oct 08, 2008 3:19 pm
Forum: ID Tech
Topic: Lightgrid-lit Doors?
Replies: 3
Views: 2072

Re: Lightgrid-lit Doors?

If I recall correctly, I hacked something into ET that forced brush model entities through the same lightgrid path as other entities so this could be possible. Was possible to use it as a multiplier against the lightmap to get rough dynamic lighting on doors/platforms.
by ydnar
Tue Nov 07, 2006 6:56 am
Forum: ID Tech
Topic: q3map2
Replies: 10
Views: 3197

It's back up.
by ydnar
Tue Nov 07, 2006 6:52 am
Forum: ID Tech
Topic: Shaderlab.com gone?
Replies: 22
Views: 11097

Erg, it's down again. Silly Xen...
by ydnar
Tue Sep 26, 2006 4:21 am
Forum: ID Tech
Topic: Latest version of q3map2
Replies: 15
Views: 5952

If you're curious, this is what I've been working on for the past year or so:

http://www.vox.com/
by ydnar
Mon Sep 25, 2006 3:45 pm
Forum: ID Tech
Topic: Latest version of q3map2
Replies: 15
Views: 5952

Oh, I never let the domain lapse--I just haven't had hosting, or the time to set it up.
by ydnar
Sun Sep 24, 2006 3:44 am
Forum: ID Tech
Topic: Latest version of q3map2
Replies: 15
Views: 5952

@Kat: Sure, I might take you up on that offer. I need to bring up the old akiba box first and see if I have a newer archive.

@Obsidian: Heh. :)

Randy
by ydnar
Sun Sep 24, 2006 12:08 am
Forum: ID Tech
Topic: Latest version of q3map2
Replies: 15
Views: 5952

Shaderlab

It's less dead than it was yesterday. I'm rsyncing from various backups I have here, so it's slow going. The new host is a Xen instance at Equinix in Chicago, so it should be a bit faster to boot.

http://shaderlab.com/

Randy
by ydnar
Fri Jan 13, 2006 5:47 am
Forum: ID Tech
Topic: ydnar's urban textures
Replies: 24
Views: 7661

A friend of mine said he'd colo a box for me to host it, I just need to get it over to him. I've been pretty busy with work+life lately, haven't had a chance to reserrect the old site.

Thanks for your kind offer, sir.

y
by ydnar
Fri Jan 13, 2006 5:19 am
Forum: ID Tech
Topic: ydnar's urban textures
Replies: 24
Views: 7661

I've since moved to the part of town where I photographed most of the sources for those textures. A lot of the buildings I originally shot have been torn down in the past couple years. It's all new developments--office buildings, condos, UCSF extension, etc. I'd love to go back and shoot some of the...
by ydnar
Tue Nov 22, 2005 5:00 am
Forum: ID Tech
Topic: Shaderlab.com gone?
Replies: 22
Views: 11097

Right. After much delay, I'm working on it...
by ydnar
Wed May 11, 2005 6:42 am
Forum: ID Tech
Topic: Map lighting, lighting effects.
Replies: 13
Views: 3345

Sure, with modern hardware. With what Quake 3 had to run on in 1999, it was way too slow to transform/project/upload that many lightmaps to the videocard and still maintain a reasonable framerate. All other tech (normalmaps, specular highlighting, etc) aside, you could do it pretty easily with a two...
by ydnar
Wed May 11, 2005 6:38 am
Forum: ID Tech
Topic: Lightwave weight/color maps and q3map2?
Replies: 9
Views: 7751

There is, but I forget what I called it. Something like q3map_preserveVertexLight or something. You'll need to set your shaders up to use rgbGen vertex/exactVertex to use.
by ydnar
Thu May 05, 2005 1:55 am
Forum: ID Tech
Topic: RB_checkoverflow Error
Replies: 6
Views: 5138

Definitely use q3map_forceMeta. The last few versions of Q3Map2 should automatically do that on models that exceed the max verts threshold though...
by ydnar
Thu May 05, 2005 1:54 am
Forum: ID Tech
Topic: lightmapFilterRadius and surfacelights
Replies: 4
Views: 4333

That's odd. lightmapFilterRadius should work for all lightsources...
by ydnar
Wed May 04, 2005 3:42 pm
Forum: ID Tech
Topic: RB_checkoverflow Error
Replies: 6
Views: 5138

Is it lightmapped?
by ydnar
Sun May 01, 2005 2:02 am
Forum: ID Tech
Topic: Advanced Portal and Hinting Optimization Tutorial
Replies: 36
Views: 114347

<pedant>Potentially Visible Set</pedant>
by ydnar
Mon Apr 04, 2005 4:22 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3204983

lemonhead wrote:Nice screenshots people! This is what i'm working on at the moment:
::snip::
Nice lighting. Nice lighting indeed.
by ydnar
Mon Mar 14, 2005 2:33 am
Forum: ID Tech
Topic: Getting R_LoadMD3 error on a new model
Replies: 5
Views: 6425

Huh? Dead like me? What's that?
by ydnar
Sat Mar 12, 2005 3:54 pm
Forum: ID Tech
Topic: Getting R_LoadMD3 error on a new model
Replies: 5
Views: 6425

First off, if all you're changing are the bot files, then you don't need to mess with any MD3 models. And you don't need to pack them into a pk3 file to test. That's the last step, when you're ready for distribution.
by ydnar
Wed Mar 09, 2005 6:47 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3204983

Yes, yes it is. <bike porn> Hooray, join the Rohloff club. I've got one on my mountain bike. I'm not keen on the grip shifter, but I'm planning to (attempt at least) make a trigger shifter with my CNC mill. If you can and do, sign me up, particularly if it can clamp onto a 26.4mm road bar. The hand...
by ydnar
Wed Mar 09, 2005 6:03 pm
Forum: ID Tech
Topic: Using q3map_fur for grass?
Replies: 3
Views: 4043

I made some test maps using 1 or 2 layers of fur for Enemy Territory, to be mixed with the q3map_foliage models. It looked OK, but was an FPS killer in the end. I used alphaFunc, and not blendFunc for best performance. I imagine with q3map_alphaMod terrain, you could have q3map_fur on top of that, o...
by ydnar
Tue Mar 08, 2005 4:34 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3204983

36 pounds (16.3 kg) to be exact, plus the weight of the case. So it's done, it ended up requiring custom fender stays & rubber shock mount, a bar-end wedge made from a wine cork, and a couple modified cable noodles to get everything to route correctly. Woof. http://ydnar.typepad.com/photos/frank...
by ydnar
Mon Mar 07, 2005 2:37 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3204983

Yeah, that's true. At least this will resemble a fixie (aside from the million cables going to the rear end). http://ydnar.typepad.com/photos/frankenbike/image031.jpg http://ydnar.typepad.com/photos/frankenbike/image030.jpg Edit: The shifter is a standard Rohloff twist-grip shifter, mounted on speci...
by ydnar
Tue Mar 01, 2005 3:31 am
Forum: ID Tech
Topic: beta 1 - 'little rock' (kat1024) by kat
Replies: 26
Views: 17457

rgbGen exactVertex ignores overbrightbits. It will generally be brighter under default settings.

I'd use rgbGen vertex + alphaGen const.