
Search found 125 matches
- Wed Dec 16, 2020 9:01 pm
- Forum: General Discussion
- Topic: Q3W Discord
- Replies: 163
- Views: 556375
Re: Q3W Discord
Please invite 

- 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.
If anyone feels fancy to code one, this would help a lot of mappers out there.
- 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&...
- Mon Mar 31, 2014 10:37 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3388694
- 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.
The sort values have the problem that weapon marks will be drawn behind the decals.
- 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....
- 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/
https://ws.q3df.org/quake_font_builder/
- 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
I second that request - i don't want to work without this very useful toolsir_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...
- 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.
- Sat Nov 03, 2012 2:46 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3388694
Re: Screenshots
Invisible ninja!
- 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.
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...
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...
- 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!
- 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.
Only the scale of the marble texture on the pillar looks too big for my taste.
- 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...
- 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.
- 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?
2) Same effect for jpg files?
3) Do you have an old (and maybe corrupt) version of your texture in another pk3 file?
- 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...
- 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...
- 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.
- 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?
- 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.
Hm in general, the whole hand looks a bit too shiney (plastic like) to me.
- 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...
- 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...