Search found 12 matches

by Jabberwock
Sat May 23, 2009 11:08 am
Forum: ID Tech
Topic: [Beta] pukka3tourney6
Replies: 21
Views: 5614

Re: [Beta] pukka3tourney6

It looks great! I like the streamlined graphics a lot.

I think there might be a little too much swiss cheese going on in the area in the second shot though.
by Jabberwock
Thu May 21, 2009 4:23 pm
Forum: ID Tech
Topic: Lights and surfaces
Replies: 2
Views: 2001

Re: Lights and surfaces

Okay that clears things up. Thank you.
by Jabberwock
Thu May 21, 2009 1:39 am
Forum: ID Tech
Topic: Lights and surfaces
Replies: 2
Views: 2001

Lights and surfaces

I know that in Q4 it was important to divide the brushes adequately so as keep the brush surfaces from being hit by too many lights. Is this also important in Q3?
by Jabberwock
Wed May 20, 2009 5:12 am
Forum: ID Tech
Topic: Back from the dead.
Replies: 48
Views: 29932

Re: Back from the dead.

I think aerowalk is great and all but we really need new some new maps. It's more then enough that dm6, t4 and dm13 are being recycled.
by Jabberwock
Mon May 18, 2009 11:15 pm
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

You were right, of course. After dividing my models into several meshes, which wasn't easy because it made exporting the model quite a struggle, I managed to texture it probably. All thanks to you guys. Cheers!
by Jabberwock
Mon May 18, 2009 8:20 pm
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

...unless what you meant was that I could link the model to my .shader textures with that code.
by Jabberwock
Mon May 18, 2009 3:24 pm
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

Alright, thanks. I guess I'll go back and rework my models.

That still doesn't solve my real problem however. I think i'll just have to recreate the shaders manually.
by Jabberwock
Mon May 18, 2009 12:03 am
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

Games have trouble with ASE materials if they're set up as multi-materials, so Max being able to read the model isn't helping narrow the problem down. To get multiple (different) materials working correctly you need to have each material assigned to a separate Geometric object... so looking at the ...
by Jabberwock
Sun May 17, 2009 10:56 pm
Forum: ID Tech
Topic: Back from the dead.
Replies: 48
Views: 29932

Re: Back from the dead.

It was hinted at that there indeed will be a mapping contest but that it probably would be a while.
by Jabberwock
Sun May 17, 2009 10:51 pm
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

*MATERIAL_NAME "\textures\egyptsoc_sfx\jpblue_floor1a" This looks fishy to me, all my ASE models reference their textures this way: "textures/egyptsoc_sfx/jpblue_floor1a" . With forward slashes and no leading slash. I use forward slashes and a leading slash on all my references,...
by Jabberwock
Sun May 17, 2009 7:48 pm
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Re: Shaders on a model

Which format did you use for your models? If you used .ASE could you please post a snippet of the code of some model or perhaps the whole file altogether? So that I might compare. Thanks.
by Jabberwock
Sun May 17, 2009 2:15 am
Forum: ID Tech
Topic: Shaders on a model
Replies: 12
Views: 5305

Shaders on a model

Hello. I'm currently making a map for Quake 3 using GTK radiant 1.5, but I've ran into a problem trying to texture my models with custom shaders. What I do is I model in MODO, export as .obj and import into MAX and then export as .ase and finally import into gtk 1.5. That has worked so far, albeit w...