Search found 61 matches

by PaN61
Wed Feb 05, 2025 12:57 pm
Forum: General Discussion
Topic: Q3W Discord
Replies: 163
Views: 462177

Re: Q3W Discord

After many years I still remember my login here :ninja:.

Wouldn't mind joining this Discord server to catch up on things in a more casual setting.
by PaN61
Fri Dec 02, 2016 5:47 am
Forum: ID Tech
Topic: Mapping for Quake Live - Tips?
Replies: 21
Views: 23981

Re: Mapping for Quake Live - Tips?

CZghost wrote:sst13, why in German? :( I remember your sites in English, now ONLY in German. Why don't you implement dual-lang feature?
Taking those German Language classes definitely was worth it :olo:.
by PaN61
Fri Feb 26, 2016 3:00 pm
Forum: ID Tech
Topic: Rounded Corners Question
Replies: 4
Views: 6257

Re: Rounded Corners Question

You basically just create a patch-mesh and mold the vertexes in a shape that resembles a curve to that of the corner. Anytime you are dealing with patches you have to seal them off by creating a caulk hull around them so your map doesn't generate leaks. Alternatively, you could just use the clipper ...
by PaN61
Tue Feb 16, 2016 5:43 am
Forum: ID Tech
Topic: Pool Texture Question
Replies: 2
Views: 2600

Re: Pool Texture Question

Try using one of the default liquid textures by ID Software. Black and white grid is usually associated with the texture being missing / can't be found. Or there could also be a shader conflict with another .pk3 that has the same texture being used.
by PaN61
Tue Feb 16, 2016 5:39 am
Forum: ID Tech
Topic: Stairs question, gtkradiant, seeking tutorial
Replies: 2
Views: 2954

Re: Stairs question, gtkradiant, seeking tutorial

Stairs are mainly made up of rectangular brushes either in size 8 or 16 units. The maximum step size bots can use are 18 units, but to make a smooth stairway I'd suggest using 8 units. You can also make curved stairways by just creating curved patch meshes and then clipping them to make steps. Ramps...
by PaN61
Wed Feb 10, 2016 4:27 am
Forum: ID Tech
Topic: Looking for the patched q3map2 with texture alignment fixes
Replies: 3
Views: 3042

Re: Looking for the patched q3map2 with texture alignment fixes

GTK Radiant should have the latest q3map2 in-built with its respective version. However, texture alignment is done through the editor, not within the compile process? (Am I missing something here?).

Here is a link to one of the sites: http://q3map2.robotrenegade.com/
by PaN61
Wed Dec 30, 2015 6:24 pm
Forum: ID Tech
Topic: Q3W Map RIPS on Steam now..
Replies: 11
Views: 8347

Re: Q3W Map RIPS on Steam now..

I also see a few other maps on there from authors such as wviperw, Nunuk, and Evilair that were converted by random people. I'm not entirely sure if this is legal, considering that permissions were probably not sought out, or the fact that anyone is free to convert standard Q3 maps to Quake Live wit...
by PaN61
Thu Nov 19, 2015 5:44 pm
Forum: ID Tech
Topic: Gustavo's Maps
Replies: 45
Views: 23005

Re: Gustavo's Maps

I gave up... of the map, maybe also of the plugin, to restore mapping for Doom and Unreal Tournament. If you give up (permanently) so easily, you are never going to get the experience and achieve the satisfaction of finishing a WIP. I suggest making a single thread per map, that way you are going t...
by PaN61
Sun Nov 15, 2015 5:46 pm
Forum: ID Tech
Topic: SCHÖNA [ALPHA 4]
Replies: 92
Views: 141653

Re: SCHÖNA [ALPHA 4]

Is this map still "in the freeze" or have you been doing some ninja updates over the past 4 months?
by PaN61
Wed Nov 11, 2015 3:09 pm
Forum: Announcements
Topic: Custom Icon Requests 8.23.08
Replies: 124
Views: 210411

Re: Custom Icon Requests 8.23.08

Why hello there. I would like to have this:

Image
Title: Reality is a lie.

Thank you.
by PaN61
Wed Nov 11, 2015 12:14 pm
Forum: ID Tech
Topic: Gustavo's Maps
Replies: 45
Views: 23005

Re: Gustavo's Maps

If you mean "What can I do to further enhance my map?" then there are a few general ideas I have in mind. By watching the trailer, I see some rather large and open distances in the mid-section which would most likely lead into total railgun domination and camping - especially since you pla...
by PaN61
Wed Nov 11, 2015 11:49 am
Forum: ID Tech
Topic: Quake Live Steam aas
Replies: 50
Views: 50334

Re: Quake Live Steam aas

Strange is that it all works for me, I just use GtkRadiant inbuilt AAS and compiler and no errors I think... Though probably that's just because I have retail Quake 3 instead of QL. Anyway, instead of HexEdit I would recommend XVI32, it's simple and still advanced. (Just recommendation! Don't need ...
by PaN61
Wed Nov 04, 2015 4:41 pm
Forum: ID Tech
Topic: Gustavo's Maps
Replies: 45
Views: 23005

Re: Gustavo's Maps

There is a major issue with gusq3ctf3 of the fact that it crashes the game when trying to scroll through the 'skirmish' menu for the map. Fix any errors within the map and re-compile as the error message had something to do with 'at compile time' errors. I've tried your gusq3dm6 map and I'm not real...
by PaN61
Sun Nov 01, 2015 5:43 pm
Forum: ID Tech
Topic: Gustavo's Maps
Replies: 45
Views: 23005

Re: Gustavo's Maps

I made a last attempt called gusq3ctf3, but the spawns are bugged for some reason... (people spawns at the wrong base) Use the team_CTF_blueplayer and team_CTF_redplayer entities for the initial spawn locations for blue and red team respectively. team_CTF_bluespawn and team_CTF_redspawn entities ar...
by PaN61
Fri Oct 30, 2015 2:51 pm
Forum: ID Tech
Topic: Gustavo's Maps
Replies: 45
Views: 23005

Re: Gustavo's Maps

And it looks really basic. Is this your first map? But with "gusq3dm6" meaning 6th DM map...?

Nevertheless, I'm always in stride for map creations by people that may not have that much experience in mapping.
by PaN61
Thu Oct 29, 2015 5:40 pm
Forum: ID Tech
Topic: The future of QL?
Replies: 38
Views: 48734

Re: The future of QL?

So does this mean if you basically played Quake Live through the standalone client / browser option, you can't play the game anymore since it's only available on Steam? Seems like a punch in the face to all those people, and unfortunately I'm one of them.
by PaN61
Sun Oct 25, 2015 3:47 pm
Forum: ID Tech
Topic: GTKRadiant is a piece of shit!
Replies: 37
Views: 19692

Re: GTKRadiant is a piece of shit!

Have you tried a fresh installation of GTK Radiant 1.6.4? If not, try reinstalling the program to see if it will fix the issue. Otherwise, try a previous version to see if the issue remains.
by PaN61
Sat Oct 17, 2015 6:41 am
Forum: ID Tech
Topic: Help with Mapping: CTF, AAS and Music Problems
Replies: 65
Views: 66798

Re: Help with Mapping: CTF, AAS and Music Problems

Gustavo6046 wrote:Also the wireframe view remains!
Go to Edit -> Preferences -> Settings -> Camera -> Render Mode

If this value is set on 'Wireframe' change it to 'Textured'.
by PaN61
Thu Oct 08, 2015 7:43 am
Forum: ID Tech
Topic: VIS Optimization Query
Replies: 10
Views: 6508

Re: VIS Optimization Query

Thanks for the explanation. I've noticed that you use the 'Skip' common texture for all sides of the brush besides the side that has the 'Hint' texture on it. But, when I read the GTK Radiant manual (Essentially the same as the original ID Software manual for Q3 Radiant) it says this: Skip Location:...
by PaN61
Sun Oct 04, 2015 10:47 am
Forum: ID Tech
Topic: VIS Optimization Query
Replies: 10
Views: 6508

Re: VIS Optimization Query

I tried doing a search with Google prior to asking but unfortunately didn't get explicit answers to what I was looking for. Thanks for the link, Donkey, really helpful and on-point article. I understand mostly all of the article, however, the problem I'm finding most difficult to understand is seen ...
by PaN61
Sat Oct 03, 2015 4:07 pm
Forum: ID Tech
Topic: VIS Optimization Query
Replies: 10
Views: 6508

VIS Optimization Query

Is VIS Optimization still being used by mappers to this day? Given the technological advancements from the early 2000's to now, should you even worry about VIS optimization at all? Regardless if it's being used or not, I vaguely recall there being multiple methods of optimizing the VIS component of ...
by PaN61
Sun Dec 21, 2014 3:45 am
Forum: ID Tech
Topic: [ALPHA 4] CZQ3DM1 by CZghost
Replies: 50
Views: 76346

Re: [ALPHA 4] CZQ3DM1 by CZghost

I'll only post a few things just by judging the screenshots alone. 1st Screenshot: I'd refrain from putting both the Red Armor and Regeneration so close to each other. The Red Armor is one of the highest priority items for FFA / Tourney play, however, team that +100 armor boost with a regeneration t...
by PaN61
Thu Jan 09, 2014 1:31 pm
Forum: ID Tech
Topic: [ALPHA] p61dm1a3 "eNautica"
Replies: 14
Views: 9019

Re: [ALPHA] p61dm1a3 "eNautica"

At the PG the interesting steps, the first lowest step is dropped into the floor, brushes here can and should be deleted since it looks strange presently. Maybe I should have included more detail in that area of which I'm planning to do in beta. I'm guessing it would make that step that is currentl...
by PaN61
Thu Jan 09, 2014 11:30 am
Forum: ID Tech
Topic: [ALPHA] p61dm1a3 "eNautica"
Replies: 14
Views: 9019

Re: [ALPHA] p61dm1a3 "eNautica"

ALPHA 3 Released! Sorry it took so long to bring this new alpha release to your doorstep - Had a break over Christmas and New Years and am back into business. Have updated the OP with the new download link and some screenshots. Will be looking forward to hear from you all once again. Happy Fraggin'
by PaN61
Mon Dec 16, 2013 2:34 pm
Forum: ID Tech
Topic: [ALPHA] p61dm1a3 "eNautica"
Replies: 14
Views: 9019

Re: [ALPHA] p61dm1a2b "eNautica"

I was thinking before I released alpha 2 that I may have a door-phobia with the release, seems like I was right. Anyway, I have updated the OP on releasing Alpha 2b. I hope that the issue with the doors has now been fixed and thus have also fixed the Line of Sight aspect to the 2nd alpha now. Also, ...