Search found 24 matches

by bst
Mon Oct 07, 2013 1:20 pm
Forum: ID Tech
Topic: External Lightmaps and patches
Replies: 11
Views: 6961

Re: External Lightmaps and patches

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.
by bst
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...
by bst
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.....
by bst
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.
by bst
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...
by bst
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...
by bst
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.
Image
by bst
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

MKJ wrote:
Dark Metal wrote:Wha?
as an addendum:
wat.
Can I get a "Huh?" aswell? :D
by bst
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...
by bst
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

obsidian wrote:EmkaJee's girlfriend cheated on him recently and PuFFnstuFF's family was all killed by aimbots.
LOL. Its all become clear now, thanks :D
I suppose I can forgive them. But can they forgive me? :(
by bst
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...
by bst
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...
by bst
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...
by bst
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...
by bst
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
by bst
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...
by bst
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...
by bst
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...
by bst
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 :D
by bst
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...
by bst
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...
by bst
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...
by bst
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...
by bst
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...