Search found 223 matches

by jal_
Sat Nov 27, 2010 9:08 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

o'dium wrote:CMC Field Ops – Ready For Deployment!
Great work as usual.

The only point I see that could be improved is the hole in the trousers. It looks a bit strange to have a pitch black point in there.
by jal_
Tue Oct 12, 2010 10:40 am
Forum: ID Tech
Topic: editing levels directly in polygons (not polyhedrons)
Replies: 18
Views: 5970

Re: editing levels directly in polygons (not polyhedrons)

Yes, i see it in the log, but it does nothing in any case i tried. If somebody knows, please show an example map & compiler version & command line, where q3map2 DOES merge some brushsides (with exactly the same textures&texcoords, of course) bsp -meta It does when they are coplanar, hav...
by jal_
Tue Sep 28, 2010 10:50 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

That looks awesome, o'dium! My only recommendation would be to introduce a bit more colour into the scene for contrast. I felt that your previous map is a little "brown" and I'm afraid this one will be too without some contrasting colour themes. I think it would look better with some actu...
by jal_
Tue Sep 21, 2010 11:21 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

Giving Sculptris a try. I just falled in love with that program.

[lvlshot]http://www.foopics.com/showfull/a96a2cb48b89d396a1a5f6a9eb02401e[/lvlshot]
by jal_
Sun Sep 19, 2010 7:55 am
Forum: ID Tech
Topic: Please help with VIS on terrain map
Replies: 4
Views: 2282

Re: Please help with VIS on terrain map

Maybe it's using alternative texture projection?

Anyway, I haven't checked it, but vis on terrains rarely hides anything from view ever. I don't think there's nothing wrong with the map itself. Q3 is just not designed for terrains.
by jal_
Thu Sep 16, 2010 3:04 pm
Forum: ID Tech
Topic: Dynamic lightmap?
Replies: 8
Views: 3079

Re: Dynamic lightmap?

Yeah but this is Quake 3, not Quake 2 :) Wasn't lightstyles something that wasn't introduced to the Quake 3 engine until other games used the engine and implemented it? Yup. Raven added "true" lightstyles to the Q3 BSP format for the Jedi Knight games. Also used it for RTCW. But they aren...
by jal_
Thu Sep 16, 2010 2:47 pm
Forum: ID Tech
Topic: Levelwide fog and dist culling with _foghull & _farplanedist
Replies: 6
Views: 3075

Re: Levelwide fog and dist culling with _foghull & _farplanedist

Shadow, because farplanedist cuts the view (skybox included) and the fog isn't there if no polygon is drawn. The foghull is just a skybox that is put there when farplanedist acts. It's a bit confusing (ET does it simpler), but this is the way it works here.
by jal_
Thu Sep 16, 2010 2:39 pm
Forum: ID Tech
Topic: Levelwide fog and dist culling with _foghull & _farplanedist
Replies: 6
Views: 3075

Re: Levelwide fog and dist culling with _foghull & _farplanedist

I have one test map using it. This is the setup (the map is just a skybox with a terrain model inside, so there's no use in uploading it). At worldspawn: _foghull skybox/skyfogged1 farplanedist 8000 Skybox brushes shader: textures/skybox/skyfogged1 A fog brush containing all the map, with shader: te...
by jal_
Thu Sep 16, 2010 2:17 pm
Forum: ID Tech
Topic: ASE Model Compile Problem
Replies: 7
Views: 2816

Re: ASE Model Compile Problem

Ye, I meant bsp to ase. It was a lapsus. I added the conversion cmd line to the radiant menus. I find it more comfortable than using q3maptoolz or bat files, but that's a matter of personal preference. My conversion cmd line is: map compile: -meta -patchmeta -subdivisions 8 conversion: -convert -for...
by jal_
Wed Sep 15, 2010 1:40 pm
Forum: ID Tech
Topic: ASE Model Compile Problem
Replies: 7
Views: 2816

Re: ASE Model Compile Problem

neoplan, when q3map2 converts a bsp to a map it attempts to assign the qer_editorimage to the surfaces instead of the shader name. I don't know if there was a ever a reason for this, I never got to figure out what could that reason be. If you use netradiant's q3map2 add -shaderasbitmap to the bsp-to...
by jal_
Tue Sep 14, 2010 9:21 am
Forum: ID Tech
Topic: Vis issues
Replies: 6
Views: 2653

Re: Vis issues

Ye, the -fast switch on vis sux bad.
by jal_
Sun Sep 05, 2010 3:07 pm
Forum: ID Tech
Topic: OverDose: Meet... The Infiltrator
Replies: 42
Views: 14504

Re: OverDose: Meet... The Infiltrator

Extending on my view of the gloss amount. I think the leather has the fair amount. The non-leather clothing, on the other side, has just a little bit less than leather. I think that's wrong, it should have pretty much none. Flesh also should have pretty much none. Metal, has almost the same amount a...
by jal_
Sun Sep 05, 2010 10:35 am
Forum: ID Tech
Topic: OverDose: Meet... The Infiltrator
Replies: 42
Views: 14504

Re: OverDose: Meet... The Infiltrator

I'm not very found on the concept of a class based multiplayer with creepy models, tbh, basically cause creepy characters tend to look brainless and one likes to imagine his teammates as smart people ;) But the model is cool. No doubt about that. My only complaint about the art itself is that the sk...
by jal_
Thu Sep 02, 2010 9:35 am
Forum: ID Tech
Topic: Problems with ASE angles
Replies: 16
Views: 4589

Re: Problems with ASE angles

Ye. Ingar's packages are pretty old versions.
by jal_
Tue Aug 31, 2010 3:31 pm
Forum: ID Tech
Topic: Problems with ASE angles
Replies: 16
Views: 4589

Re: Problems with ASE angles

This used to happen in the first versions of netradiant too, but I think it's not happening anymore. I'm not 100% sure that we talk about the same thing, tho, because I never triggered it in gtk1.5
by jal_
Sat Aug 21, 2010 9:45 am
Forum: ID Tech
Topic: ctwdm1 by cityy (warsow)
Replies: 24
Views: 7370

Re: ctwdm1 by cityy (warsow)

Hmm... ye, I see it now. It's very strange. It seems more like a difference between the brush and the patch than the fog itself, tho. Where does the fog brush end? I've never seen this issue before. Although I only used global fogs, don't remember ever trying a fog pipe. I guess some experimenting i...
by jal_
Sat Aug 21, 2010 9:37 am
Forum: ID Tech
Topic: Enhanced BSPC version
Replies: 9
Views: 5830

Re: Enhanced BSPC version

#1: If I understand correctly, Q3Map2 already does this, it decompiles the BSP into a MAP with texture associations (but not texture alignment) intact. Netradiant's q3map2 also keeps texture alignement. The only thing that gets lost in it are misc_models and structural/detail info. Everything else ...
by jal_
Mon Aug 16, 2010 3:58 pm
Forum: ID Tech
Topic: ctwdm1 by cityy (warsow)
Replies: 24
Views: 7370

Re: ctwdm1 by cityy (warsow)

Nope, I've never seen it before. And I find hard to see it in your screenshot, too. Could you make a more explicit one?
by jal_
Mon Aug 16, 2010 12:19 pm
Forum: ID Tech
Topic: Backface cull performance?
Replies: 20
Views: 6451

Re: Backface cull performance?

misantropia, it doesn't cull them. It copies the whole meshes vertexes arrays. If it had to do the checking to each triangle being front or back to the camera matrix the copying process would be even slower. It does cull bsp leafs, but that only works for brushes, not model trisoups.
by jal_
Mon Aug 16, 2010 12:16 pm
Forum: ID Tech
Topic: ctwdm1 by cityy (warsow)
Replies: 24
Views: 7370

Re: ctwdm1 by cityy (warsow)

You should give this a try, it may get you motivated again :)
by jal_
Sun Aug 15, 2010 11:47 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

Odium, as always, a minor thing. I miss the column at the top of the stairs. It offers good covering in a "bullets" game. Edit: The rocks are impressive. Edit2: Another thing. I'm noticing the yellowish tinting seems to have become a constant. It's good to have a basic ambient tone, but, i...
by jal_
Sun Aug 15, 2010 11:34 am
Forum: ID Tech
Topic: Backface cull performance?
Replies: 20
Views: 6451

Re: Backface cull performance?

There are many different things involving this case. For a start, it's 2 different worlds if you are forcemetaing the model or not, or if it's structural brushes or detail brushes. If it's structural brushes then basically you can ignore it, because those faces will be removed in the compiler, but i...
by jal_
Sun Aug 15, 2010 11:24 am
Forum: ID Tech
Topic: Map Topview
Replies: 7
Views: 7007

Re: Map Topview

You can generate minimaps with netradiant's q3map2. See at the bottom of this link: http://dev.alientrap.org/projects/netra ... r_features

Edit: This is the typical cmd line for generating a minimap: -minimap -size 256 -sharpen 1 -border 0
by jal_
Thu Jul 15, 2010 9:52 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

Ok, this is the final style, detail and appearance we are going with for the Stockpile (Fueldump remake) map in OverDose. Let me know of any (Sensible) thoughts below, because even though this is pretty much final, there may be room for a little tweaking here and there. Oh and remember, I had one g...
by jal_
Sat Jul 10, 2010 7:02 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284619

Re: Screenshots

Kaz wrote:Oh no! :ninja:

edit: here are some fishies!

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/noghost36.jpg[/lvlshot]
Where's Paul?