Patches:
Maybe try adding the brushes which are casting the shadows to a func_group and set the shadow caster level to 0.
Lights appearing:
No idea, but if all else fails you could put a flaming torch there, at least it wouldn't look strange any more.
Search found 24 matches
- Mon Oct 07, 2013 1:20 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6961
- Tue Sep 10, 2013 7:35 pm
- Forum: ID Tech
- Topic: I know I've asked this before, but where is the translator t
- Replies: 13
- Views: 6526
Re: I know I've asked this before, but where is the translator t
Thanks Obsidian for taking the time to explain all of that so clearly, I understand it so much better now. Like AEon I understood some things, but not in detail, so it was confusing. I'm looking forward to seeing what happens with 1.6, and I'm very grateful we have people such as yourself working on...
- Tue Sep 10, 2013 12:19 am
- Forum: ID Tech
- Topic: I know I've asked this before, but where is the translator t
- Replies: 13
- Views: 6526
Re: I know I've asked this before, but where is the translator t
I really don't get 1.6, there are so many things that I do in 1.5 that can't be done in 1.6, I tried to use it and just hit brick walls. Like... copy one texture from a face and paste it onto as many faces as you want just with ctrl+shift+lmb. Drag selection. Texture browser. Vertices editing. Etc.....
- Mon Dec 31, 2012 3:50 am
- Forum: ID Tech
- Topic: GtkRadiant 1.6.3 Released
- Replies: 17
- Views: 16629
Re: GtkRadiant 1.6.3 Released
Ah ok, thanks. I suppose its not a big deal really, I've got a second monitor I can add, so when I do that it shouldn't be any problem for me.
- Sun Dec 30, 2012 7:27 am
- Forum: ID Tech
- Topic: GtkRadiant 1.6.3 Released
- Replies: 17
- Views: 16629
Re: GtkRadiant 1.6.3 Released
Just downloaded it to have a look ;D I'm used to 1.5. Two things I noticed already: In the texture browser, can I get the directory list on the left back? Or is there some easier way than having to use the texture menu at the top? Also is there a way to stop it being always on top? Thanks for the wo...
- Sat Oct 22, 2011 4:02 am
- Forum: ID Tech
- Topic: Finished Map
- Replies: 2
- Views: 1717
Re: Finished Map
Looks nice mate, I would say some of the rooms (like the big tele room) are still a little bit big but not really much to worry about. Theres some stretched textures and some that aren't scaled right, it wouldn't take long to sort them out. But I guess you just want to move on now. Other than that I...
- Thu Dec 02, 2010 9:02 pm
- Forum: General Discussion
- Topic: Banned from the great #quake3world
- Replies: 52
- Views: 6127
Re: Banned from the great #quake3world
Random pic, seems like the correct thing to do at this point.


- Thu Dec 02, 2010 8:58 pm
- Forum: General Discussion
- Topic: Banned from the great #quake3world
- Replies: 52
- Views: 6127
Re: Banned from the great #quake3world
Can I get a "Huh?" aswell?MKJ wrote:as an addendum:Dark Metal wrote:Wha?
wat.

- Wed Dec 01, 2010 12:08 am
- Forum: General Discussion
- Topic: Banned from the great #quake3world
- Replies: 52
- Views: 6127
Re: Banned from the great #quake3world
I see how much you dont give a shit also; called it, tho I never expected it to be so epic (2:29:15 PM) EmkaJee: he's probably typing up a private message in which he illustrates how much he doesnt care Not sure where I've proven that I care, unless you don't get sarcasm :P IOW, you wish it was epi...
- Tue Nov 30, 2010 3:44 am
- Forum: General Discussion
- Topic: Banned from the great #quake3world
- Replies: 52
- Views: 6127
Re: Banned from the great #quake3world
LOL. Its all become clear now, thanksobsidian wrote:EmkaJee's girlfriend cheated on him recently and PuFFnstuFF's family was all killed by aimbots.

I suppose I can forgive them. But can they forgive me?

- Tue Nov 30, 2010 3:04 am
- Forum: General Discussion
- Topic: Banned from the great #quake3world
- Replies: 52
- Views: 6127
Banned from the great #quake3world
So, I was just minding my own business, having a chat with cityy and eraser, and eraser asks where he can get the quake live pk3 decoder, so I looked it up on google and posted the link, but didn't realise it was on some crappy cheat site. Anyway two of the ops who must be completely illiterate deci...
- Fri Sep 24, 2010 4:35 pm
- Forum: ID Tech
- Topic: Anyone know what causes this?
- Replies: 9
- Views: 3407
Re: Anyone know what causes this?
Ok I'll explain a few more things: - I got all of the QL paks and am using them to texture the map (using quakelivedec), so I haven't made or edited any shaders. - The floor brush doesn't have that kind of shape/angle to it, its two squares in the editor. It looks like its only rendering half the 2n...
- Fri Sep 24, 2010 2:53 pm
- Forum: ID Tech
- Topic: Anyone know what causes this?
- Replies: 9
- Views: 3407
Anyone know what causes this?
I get this problem when I try to put a tele exit marker decal on my map. I used nodraw on the other faces and its 8 units high, then sunk into the floor brush by 8 units then raised by 0.125. Is that the right way to do it? Here is a screenshot which shows the problem. If I remove the decal the prob...
- Mon Apr 26, 2010 10:07 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
Cool, thanks for taking a look mate. I would like to use the GA but it seems to have been removed from QL. I may just move the MH up to that ledge and remove the YA there. But yeah I really need to test it vs a human because I am quite happy with the layout etc but the item locations and spawns need...
- Sun Apr 25, 2010 11:08 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
UPDATED - Please see original post
- Wed Oct 07, 2009 11:19 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
Wow thanks :D I don't know if running RA/PG/RG would work so well against a human, if someone was doing that to me I would get the mega+YA/RL/LG and wait at RL until you came up the jump pads, or wait at GL until you went for RA, and spam rockets down. When I play the bot I don't usually venture dow...
- Tue Oct 06, 2009 11:46 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
Ah.. ok, nice find - thanks :) The reason I made it like that was so it was easier to use the jump pad to land on the pipe instead, to go to the YA. But I'll see what its like making it land on the platform, and see if I can make it so both things are possible. Another thing the bots avoid, which an...
- Tue Oct 06, 2009 11:12 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
They are not just team arena textures, but quake live textures - QL uses a lot from team arena. The QL version of the map pretty much uses all QL/TA textures. The "fix" I made on the Q3 map removed the remaining QL/TA textures and replaced them with Q3 ones. I think I'll be ok with copyrig...
- Tue Oct 06, 2009 8:01 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
Doh! Silly me.
All fixed now, I've updated the link with a new PK3.
Cheers mate
All fixed now, I've updated the link with a new PK3.
Cheers mate

- Tue Oct 06, 2009 4:25 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
Re: [Q3/QL] Delirium 1v1 map
(OLD SCREENSHOTS): http://img209.imageshack.us/img209/5079/shot0341.th.jpg http://img131.imageshack.us/img131/1976/shot0342.th.jpg http://img251.imageshack.us/img251/6871/shot0343.th.jpg http://img131.imageshack.us/img131/1489/shot0344.th.jpg http://img251.imageshack.us/img251/4654/shot0345.th.jpg h...
- Tue Oct 06, 2009 4:22 pm
- Forum: ID Tech
- Topic: [Q3/QL] Delirium 1v1 map
- Replies: 14
- Views: 6773
[Q3/QL] Delirium 1v1 map
This map is for pure gameplay, movement, item layout, spawns, fun - ie. the absolute 100% rock hard solid ultimate duel map. Basic idea is a small fast paced duel map with lots of vertical action and fast movement etc. especially with horizontal rocket jumps >:) Any feedback would be appreciated, mo...
- Sat Mar 14, 2009 1:43 am
- Forum: ID Tech
- Topic: Transitioning from Quark to Radiant
- Replies: 8
- Views: 7268
Re: Transitioning from Quark to Radiant
Thanks for the info & clarification obsidian. Hmm GE radiant... lol at the cooktops.. I guess it must have been a typo I read somewhere O_o I think I'll stick with 1.5.0, I've got the structure of my map down now, I imported it from Quark into Radiant by converting the BSP file, seems to work ok...
- Fri Mar 13, 2009 5:15 pm
- Forum: ID Tech
- Topic: Transitioning from Quark to Radiant
- Replies: 8
- Views: 7268
Re: Transitioning from Quark to Radiant
Wow, thanks for the replies, very helpful :D Thanks for answering all my questions Plan B, I'll give it a try later on :cool: The problems I have with quark are: You can't open a .map file made in Quark in Radiant (except by converting the BSP into a MAP) It can be very slow towards the end of makin...
- Fri Mar 13, 2009 5:14 am
- Forum: ID Tech
- Topic: Transitioning from Quark to Radiant
- Replies: 8
- Views: 7268
Transitioning from Quark to Radiant
Hi, I have been using Quark for quite a few years to mess around making maps, I never actually finished one before and its just a hobby really, and I like how Quark works (the useability) very much. But I want to finish a map for Quake Live and I'm guessing if I stand any chance of it getting in I w...