Search found 64 matches

by tehSandwich
Sun Jun 02, 2019 8:19 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159580

Re: Screenshots

*Cricket sound*

*Tumbleweed rolls about*

*Looks around*
tsh3dm1WIP1.jpg
It's been way too long. High time to rebuild and finish this old map.
by tehSandwich
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...
by tehSandwich
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...
by tehSandwich
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...
by tehSandwich
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 ...
by tehSandwich
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
by tehSandwich
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.
by tehSandwich
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.
by tehSandwich
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...
by tehSandwich
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...
by tehSandwich
Mon Jul 30, 2012 12:20 pm
Forum: ID Tech
Topic: j3st3r's New Layout
Replies: 68
Views: 29046

Re: new layout

Tanica46 wrote:a download from map-charon3geo2.zip does not exist. :(

would good for inspiration for jstrnewlayout.
Somebody reuploaded this map, here's a link for it: http://www.blog.radiator.debacle.us/201 ... ld-by.html
by tehSandwich
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.
by tehSandwich
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.
by tehSandwich
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!
by tehSandwich
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.
by tehSandwich
Mon Dec 19, 2011 7:35 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 861034

Re: EntityPlus - A single player Q3 mod

I don't know if it's a mod problem or a level problem but in krep1, I cannot go pass the open door after the fight against Anarki (and presumably the other two dudes as well).

Image
by tehSandwich
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.
by tehSandwich
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.
by tehSandwich
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?
by tehSandwich
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?
by tehSandwich
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...
by tehSandwich
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.
by tehSandwich
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'...
by tehSandwich
Tue Sep 06, 2011 5:01 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 861034

Re: EntityPlus - A single player Q3 mod

There's a problem with the func_rotating_door entity which it disregards any spawnflags. This leads to a drawbridge opening sideways. The info_backpack entity is also defective.

Image
by tehSandwich
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.