*Cricket sound*
*Tumbleweed rolls about*
*Looks around*
It's been way too long. High time to rebuild and finish this old map.
Search found 64 matches
- Sun Jun 02, 2019 8:19 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159580
- Fri Aug 22, 2014 4:44 pm
- Forum: ID Tech
- Topic: Is this the right forum for Quake 1 modelling?
- Replies: 6
- Views: 4130
Re: Is this the right forum for Quake 1 modelling?
Just to override CZGhost's verbose and colored answer with something much more concise. Is this the right forum for Q1 modelling? No, this is nominally a forum for Quake 3/idtech 3, but people here might still help you. You are still much more likely to find answers at Inside3D . Can a model texture...
- Sun Apr 27, 2014 1:26 am
- Forum: ID Tech
- Topic: Help with Leak and MAX_MAP_VISIBILITY (GTKRadiant 1.5)
- Replies: 8
- Views: 5368
Re: Help with Leak and MAX_MAP_VISIBILITY (GTKRadiant 1.5)
It would be easier for me to know what's going on with your level if you could release screenshots of the problem areas. MAX_VISIBILITY_EXCEEDED usually means that the map is structually too complex and you are exceeding 2MB in vis data. Are you using some form of terrain and you forgot to set it as...
- Wed Apr 09, 2014 2:22 am
- Forum: ID Tech
- Topic: Almost 10 years since my last post...
- Replies: 5
- Views: 3493
Re: Almost 10 years since my last post...
Problem #1: The yearly nature of COD releases, the resulting mercurial nature of the audience and the lack of tool releases makes it nearly impossible to have a modding scene for the recent games. As far as I know, only COD4 and Black Ops had a tool release. Even then, only the codifing nature of CO...
- Tue Sep 10, 2013 2:39 am
- Forum: ID Tech
- Topic: Converting q3dm maps to CTF...
- Replies: 23
- Views: 13120
Re: Converting q3dm maps to CTF...
CZGhost, Eraser's point is that you share a lot of big ideas and epic projects, with loads of details but without any infrastructure, and you never act on them. You think big instead of small and from the top instead of the bottom. In the end, you only have two projects that I know of that are done ...
- Wed May 08, 2013 5:32 pm
- Forum: ID Tech
- Topic: Trying to find the Single Malt texture set by Rorscharch
- Replies: 2
- Views: 1805
Re: Trying to find the Single Malt texture set by Rorscharch
It never came with a shader file but there you go: http://www.atomicgamer.com/files/13702/ ... lemalt-zip
- Tue Apr 02, 2013 9:32 am
- Forum: ID Tech
- Topic: jdm2 by Dervish (AKA: "First" Quake mapping attempt)
- Replies: 15
- Views: 9856
Re: jdm2 by Dervish (AKA: "First" Quake mapping attempt)
I'm looking at this blind but if I found that there's a leak in my level, I would load the point file, filter out the detail brushes if there is any and follow the line from outside.
- Mon Dec 17, 2012 10:21 pm
- Forum: Programming Discussion
- Topic: Quake3 - vec4_t - colors
- Replies: 9
- Views: 6101
Re: Quake3 - vec4_t - colors
I am in no way a programmer but I can tell that those four floats(?) are RGBA values. First is Red, second is Green, third is Blue and the last one is the Alpha value or the opacity.
- Mon Sep 03, 2012 5:48 am
- Forum: ID Tech
- Topic: getting started - few simple questions
- Replies: 79
- Views: 26741
Re: getting started - few simple questions
1: The player uses a hitbox that is a square prism 56u high and 32u wide. Standard widths are 128 and 192 units wide but you need to have an idea of how big everything is first. Load one of the sample maps to do that. 2: Vanilla Quake 3 and Team Arena are FPS-dependent. That is, the jump height chan...
- Wed Aug 15, 2012 11:21 pm
- Forum: ID Tech
- Topic: Blicethdral - Beta
- Replies: 5
- Views: 3586
Re: Blicethdral - Beta
- How to get rid of the black spots on the model? There's a solution in this post (the jizz of it: use q3map_lightmapSampleOffset on your ice shader!) if you were using ASE models but personally, I would clean up and optimize the model and change the texture so it looks better. - Where the snow mee...
- Mon Jul 30, 2012 12:20 pm
- Forum: ID Tech
- Topic: j3st3r's New Layout
- Replies: 68
- Views: 29046
Re: new layout
Somebody reuploaded this map, here's a link for it: http://www.blog.radiator.debacle.us/201 ... ld-by.htmlTanica46 wrote:a download from map-charon3geo2.zip does not exist.![]()
would good for inspiration for jstrnewlayout.
- Fri Jul 13, 2012 1:07 am
- Forum: ID Tech
- Topic: Starting Quake Mapping - Link Resources
- Replies: 70
- Views: 430035
Re: Starting Quake Mapping - Link Resources
I still have a copy of the ik2k texture pack if you guys want it.
- Sat Apr 07, 2012 11:46 pm
- Forum: ID Tech
- Topic: quake 3 revolution?
- Replies: 7
- Views: 3732
Re: quake 3 revolution?
No, I don't think it's possible to mod the PS2 game.
- Mon Feb 13, 2012 9:00 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159580
Re: Screenshots
I really want to use those, sock! I really do want!
- Sun Jan 15, 2012 7:26 am
- Forum: ID Tech
- Topic: Prog or Plugin for converting pic formats (bmp to tim)
- Replies: 12
- Views: 4763
Re: Prog or Plugin for converting pic formats (bmp to tim)
What are you trying to do? To me, it sounds like a homebrew project for the old Playstation.
- Mon Dec 19, 2011 7:35 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861034
- Sat Nov 26, 2011 5:31 pm
- Forum: ID Tech
- Topic: cze3dm1 - The Servers - version Alpha 1 - DM/TDM (in progres
- Replies: 20
- Views: 5874
Re: cze3dm1 - The Servers - version Alpha 1 - DM/TDM (in progres
They are also pretty big lights, everything will be lit like daylight like that. In fact, only a few of them will be sufficent.
- Thu Nov 24, 2011 9:38 pm
- Forum: ID Tech
- Topic: Quick question for those of you that map with id tech
- Replies: 39
- Views: 12682
Re: Quick question for those of you that map with id tech
If anything, I would like a per-surface lightmap scale thingy as well as a lightmap grid view mode.
- Sat Sep 10, 2011 10:01 pm
- Forum: ID Tech
- Topic: [Urban Terror] bad lightmaps on .ase models
- Replies: 7
- Views: 4389
Re: bad lightmaps on .ase models
What is the compiler version and why exactly would you need -patchmeta?
- Sat Sep 10, 2011 9:46 pm
- Forum: ID Tech
- Topic: [Urban Terror] bad lightmaps on .ase models
- Replies: 7
- Views: 4389
Re: bad lightmaps on .ase models
Compile with both -meta and -patchmeta? Just what version of Urban Terror is this?
- Wed Sep 07, 2011 4:56 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861034
Re: EntityPlus - A single player Q3 mod
It's still not entirely clear what's wrong with the info_backpack though? What behavior is it showing? As it is, the model's origin is placed on the bottom instead of in the center. This lead me to place it halfway in the floor and like that, the game cannot use the entity for anything. I had to pl...
- Tue Sep 06, 2011 9:45 pm
- Forum: ID Tech
- Topic: Your fav level editor?
- Replies: 26
- Views: 10686
Re: Your fav level editor?
NetRadiant, since I started actually mapping with it.
- Tue Sep 06, 2011 9:41 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861034
Re: EntityPlus - A single player Q3 mod
I didn't code the func_rotating_door entity myself so I'm gonna have to dig into it to find the problem. What exactly is wrong with the info_backpack entity? Fir the first one, I found out the problem when I browsed the source code: the spawnflags in the code and the spawnflags in the editor doesn'...
- Tue Sep 06, 2011 5:01 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861034
- Sun Sep 04, 2011 10:04 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861034
Re: EntityPlus - A single player Q3 mod
YES! A rotating thingy! Perfect for rising bridges.