I think your blendfunc needs to specify a destination blend. (add gl_one or something to the end of the blendfunc line)
http://www.robotrenegade.com/q3map2/doc ... #blendfunc
Search found 8 matches
- Sun Feb 28, 2010 11:42 pm
- Forum: ID Tech
- Topic: weird shader problem
- Replies: 2
- Views: 1392
- Fri Feb 26, 2010 2:12 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3413282
Re: Screenshots
Yeah, I'm still part of the quake2world team, but at this point q2w is near enough to a proper release that there really isn't much left for me to work on. Basically, all we need is a a decent playermodel, ctf sounds, and some relatively minor code fixes/stabilization. Speaking of which, if you're a...
- Thu Feb 25, 2010 5:05 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3413282
Re: Screenshots
Here's something I'm working on for Weaver:
(still seeking artists btw)
[lvlshot]http://i231.photobucket.com/albums/ee138/2xG/xreal-20100225-094035-000small.jpg[/lvlshot]
(still seeking artists btw)
[lvlshot]http://i231.photobucket.com/albums/ee138/2xG/xreal-20100225-094035-000small.jpg[/lvlshot]
- Sat Sep 26, 2009 1:43 am
- Forum: ID Tech
- Topic: 3ds max - Designing on curves
- Replies: 17
- Views: 7583
Re: 3ds max - Designing on curves
I'm not sure if this can do what you want, but you can use the Pathdeform(wsm) modifier to distort your geometry along a spline. Like this: http://img85.imageshack.us/img85/3730/pathdeform.th.png It's described around the 9:45 point in this video: http://cg.tutsplus.com/tutorials/3d-art ... echniques/
- Fri May 15, 2009 7:21 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3413282
Re: Screenshots
Some steampunk textures I'm working on for a new map:

It's just a simple test room btw
Like my other texture sets, they'll be made publicly available on my website when they're done.

It's just a simple test room btw
Like my other texture sets, they'll be made publicly available on my website when they're done.
- Fri May 15, 2009 10:52 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3413282
Re: Screenshots
The yellow strip above the door in the third shot has some pretty noticeable tiling artifacts. I'd either even out the texture or break it up in the map a bit with some trims.
Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.
Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.
- Wed May 13, 2009 11:42 pm
- Forum: ID Tech
- Topic: Doom 3 / Quake 4 texture sets
- Replies: 14
- Views: 9865
Re: Doom 3 / Quake 4 texture sets
Lunaran also has a couple nice sets: http://www.lunaran.com/page.php?id=8
- Sun May 10, 2009 3:11 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3413282
Re: Screenshots
Hey there, first post here 
Here's something I'm working on for Quake2world:
All textures were made fron scratch.


Here's something I'm working on for Quake2world:
All textures were made fron scratch.
