Search found 125 matches

by neoplan
Wed Dec 16, 2020 9:01 pm
Forum: General Discussion
Topic: Q3W Discord
Replies: 163
Views: 556375

Re: Q3W Discord

Please invite :)
by neoplan
Sun May 11, 2014 1:05 pm
Forum: ID Tech
Topic: Is there a map packer?
Replies: 12
Views: 5893

Re: Is there a map packer?

There are several mappackers outside but none of them is really good.

If anyone feels fancy to code one, this would help a lot of mappers out there.
by neoplan
Fri May 02, 2014 12:08 pm
Forum: ID Tech
Topic: Triggerable dynamic lights in q3 ?
Replies: 6
Views: 4509

Re: Triggerable dynamic lights in q3 ?

All *_funcs with the ability to spawn a dynamic model (model2 key) are equipped with a "color" and a "light" key. Dedicated to lit the model this also lits the world around. :eek: Check out my sample map and shit bricks: http://sst13.de/map-d-light.pk3 (25kB) :D The "light&...
by neoplan
Mon Mar 31, 2014 10:37 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3388694

Re: Screenshots

by neoplan
Sat Mar 29, 2014 5:28 pm
Forum: ID Tech
Topic: Decal z-fighting on walls
Replies: 3
Views: 4214

Re: Decal z-fighting on walls

Thanks for your suggestions. I tried different blend modes but the result was always too dark or it was fullbright.

The sort values have the problem that weapon marks will be drawn behind the decals.
by neoplan
Sat Mar 29, 2014 1:30 pm
Forum: ID Tech
Topic: Decal z-fighting on walls
Replies: 3
Views: 4214

Decal z-fighting on walls

Decals are awesome, but I run into one problem that I can't figure out why it happens. Dependant on the players vie angle, some decals in my map start to show z-fighting. This usually only happens on axial walls and not on floors. Anyone has similar experience or in idea how to solve this? http://i....
by neoplan
Sun Feb 23, 2014 9:14 pm
Forum: ID Tech
Topic: Q3A Font Builder
Replies: 1
Views: 2331

Q3A Font Builder

Hey, check out the "Quake 3 Arena Font Builder" @worldspawn:
https://ws.q3df.org/quake_font_builder/
by neoplan
Sun Jun 30, 2013 3:03 pm
Forum: ID Tech
Topic: I know I've asked this before, but where is the translator t
Replies: 13
Views: 6663

Re: I know I've asked this before, but where is the translator t

sir_vival wrote:Well, I know I can drag pieces as i like, but the translator makes it so much easier, it gives you straight X, Y, and Z arrows to drag pieces by....It really helps. . .i used it more than anything...
I second that request - i don't want to work without this very useful tool
by neoplan
Mon May 06, 2013 5:35 pm
Forum: ID Tech
Topic: Mixed glWrapClampMode?
Replies: 4
Views: 2743

Re: Mixed glWrapClampMode?

I remember getting that error when using ClampMap in a shader stage.
by neoplan
Sat Nov 03, 2012 2:46 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3388694

Re: Screenshots

Invisible ninja!
by neoplan
Wed Apr 25, 2012 4:31 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 73296

Re: Industrial Texture Pack

Sage Thumbs: A free program for your thumbnails.
by neoplan
Sun Apr 22, 2012 9:45 am
Forum: ID Tech
Topic: triggers
Replies: 13
Views: 4101

Re: triggers

Not meaning to thread highjack, but I also have a trigger question, similar to the OP. I want to set up a delayed teleporter. Basically my map is a little tropical island set in an ocean. When players fall in the water I want to teleport then back on to land after a few seconds swimming about. Trig...
by neoplan
Mon Mar 26, 2012 7:34 am
Forum: ID Tech
Topic: explosion
Replies: 10
Views: 4382

Re: explosion

Won't work. If you move brushes with a lava/slime shader (on account of the brush being part of a func_ entity) then for some reason the volume of the brush that hurts you isn't moved along with the brush itself. I ran into this problem in my EntityPlus example map, at the end where the lava is dra...
by neoplan
Fri Feb 10, 2012 9:50 pm
Forum: ID Tech
Topic: (Off Topic) What's On Your Screen Right Now?
Replies: 21
Views: 10148

Re: (Off Topic) What's On Your Screen Right Now?

@sock: haha, good one!
by neoplan
Sat Feb 04, 2012 6:19 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3388694

Re: Screenshots

Wow, looks really nice sock! The lighting is better than before imo. Textures are great as always.

Only the scale of the marble texture on the pillar looks too big for my taste.
by neoplan
Thu Jan 26, 2012 10:30 pm
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 12721

Re: My texture pack up for download

Only those links below are misleading...
by neoplan
Thu Jan 26, 2012 10:24 pm
Forum: ID Tech
Topic: My stock textures up for download!
Replies: 44
Views: 12721

Re: My texture pack up for download

I didnt know where to download at first look. The huge "DOWNLOAD" looked like a headline for the following links that are placed under it.
by neoplan
Wed Dec 21, 2011 3:59 pm
Forum: ID Tech
Topic: Texture flipping
Replies: 11
Views: 4266

Re: Texture flipping

1) Try using a tga file that you it works (some stock tga for example). Same problem? If not, then there is something wrong with your tga (which settings do you use for save).
2) Same effect for jpg files?
3) Do you have an old (and maybe corrupt) version of your texture in another pk3 file?
by neoplan
Thu Nov 24, 2011 7:53 pm
Forum: ID Tech
Topic: Quick question for those of you that map with id tech
Replies: 39
Views: 13532

Re: Quick question for those of you that map with id tech

- Buttons for filters could be useful. Like filtering, patches, entities, models. - Button for loading\unloading portal files (.prt) - Adding buttons for most common used entities like trigger_multible, target_position, info_player_start - the right-click menu can be pain in the ass sometimes. But a...
by neoplan
Fri Nov 11, 2011 12:25 pm
Forum: ID Tech
Topic: Problem with func_train
Replies: 10
Views: 3854

Re: Problem with func_train

You can have several func_trains in your maps but there are player interference problems around certain func_rotatings and func_trains. Eraser, you can check if the train also stops at that point if you move there via noclip. Like I had that problem with a func_rotating: I couldnt pass through the b...
by neoplan
Fri Nov 11, 2011 12:08 am
Forum: ID Tech
Topic: Problem with func_train
Replies: 10
Views: 3854

Re: Problem with func_train

Is a func_rotating close by? You could also try to move one of the horizontal path_corners 1u up or down that the train does have to move bit up or down. maybe this will fix it.
by neoplan
Wed Nov 09, 2011 7:47 pm
Forum: ID Tech
Topic: Problem with func_train
Replies: 10
Views: 3854

Re: Problem with func_train

Is there some kind of entity (weapon, ammo etc) close that could stop the train?
by neoplan
Tue Oct 11, 2011 11:13 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3388694

Re: Screenshots

Yea, really cool o'dium. Only thing: The tip of the fingernail is a bit too shiney.
Hm in general, the whole hand looks a bit too shiney (plastic like) to me.
by neoplan
Sat Oct 01, 2011 11:24 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 922020

Re: EntityPlus - A single player Q3 mod

Eraser, a prediction spawnflag could be cool. So the shooter doesnt aim directly at the players position but at the predicted point. Edit: What is really fun to use is a different grappling_hook style. DF offers the following possibilities: \df_hook_Type [ DEFAULT: 0 RANGE: 0 TO 3 ] - physics - grap...
by neoplan
Wed Sep 21, 2011 9:30 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9350

Re: Q3map2GUI update

An option to hide autosave files from the .map list would be nice... That not so easy, because in the standard file-list you can only filter files, by extension. Excluding single files is not possible. Writing my own file-listing will be needed. Not having to switch to the .bsp file in order to lau...