
Search found 210 matches
- Wed Jan 26, 2022 12:11 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
Thanks
Here are the latest files, without rgbGen identity. The backpack texture is included again, but it hasn't changed.

- Thu Jan 13, 2022 3:59 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
Here are two videos of the new backpack FX. One without rgbGen identity in the shader and one with rgbGen identity.
I recreated the armor effect instead of the armor shard one. The backpack is now also back to fullbright to improve visibility. Thoughts?
I recreated the armor effect instead of the armor shard one. The backpack is now also back to fullbright to improve visibility. Thoughts?
- Tue Jan 11, 2022 5:05 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: [Final] Quadwell
@Obsessed: Thank you :) I don't get the reference unfortunately because I don't follow e-sports. I don't even play Q3 or QL online, I just like to create nice backdrops for shooting bots. @Whiskey 7: Thank you! @Johnny Law: Thanks a lot. These out of reach areas were particularly fun to design and a...
- Fri Jan 07, 2022 12:01 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
I agree, the shell effect sounds promising. I'll create it in the next few days and upload it here. Contrary to what I said earlier it's probably more sensible to also make the pack fullbright and not lit by the environment, because all other items are too. @Hipshot: It's true, the backpack doesn't ...
- Fri Jan 07, 2022 11:55 am
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: [Final] Quadwell
Thank you guys
The map is in lvlworld's map queue and I've also made a Quake Live version. There will be a lite version with regular lightmapscale and fewer props soon, because I've heard that the performance is too bad for competitive play.

- Sun Jan 02, 2022 12:35 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta3]
The map is now finally done. The most noticeable improvement is the new lighting. I've added a new eye candy area out of reach and made various small fixes and changes. I'll sent it to lvlworld soon. As usual, you can grab the latest version on my website . Here are the latest pictures, full change ...
- Wed Dec 29, 2021 9:01 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta3]
Really close to final, but I'm not there yet
I've added more details since the last version, fixed some things, tweaked the lighting (thanks to cityy's recent thread) and improved the skybox. There will be a new version within the next couple of days.

- Sat Dec 18, 2021 7:12 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta2]
@Theftbot and @v1l3: Thank you! @Obsessed: Thank you for finding that, it's fixed now. I've made some changes and uploaded a new version. Here's the changelog: - Clipped two walls at the YA teleporter to keep the player from getting stuck - Textured some surfaces out of bounds that were caulked but ...
- Mon Dec 13, 2021 11:21 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta2]
Good point, there's probably no need to overoptimize areas that don't really hurt anyone. Besides, resizing textures makes it necessary to adjust the horizontal and vertical stretch on all affected faces.
- Mon Dec 13, 2021 11:15 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
The filename is hardcoded, yes. But two things. First thing is that your assets are packed directly in the "powerups" folder, whereas they were in "powerups/backpack" before. Second thing is that I don't think Quake 3 supports obj models in-game? I know q3map2 can convert obj to...
- Mon Dec 13, 2021 8:12 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta2]
Thank both of you for figuring that out. I've uploaded a new version where window1.jpg and the levelshot are resaved without the Progressive flag. I forgot to test the last version in vanilla Quake 3 on Windows. I was using Quake3e on Linux, which didn't throw any errors. The new pk3 is slightly sma...
- Mon Dec 13, 2021 4:10 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
Oh wow, that looks really nice! :eek: Thank you :) Here is a zip with the latest files. I've updated the readme file and added a simple shader, so the mesh is always rendered fullbright. This should help a bit with the visibility problem. I've also changed the mesh format from md3 to obj. The mesh ...
- Sun Dec 12, 2021 10:20 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
Here's the new textured backpack. The lighting on this shot is fully baked. It's a 1k texture, the mesh has 3220 tris. I'll prepare the files for integration into Quake soon, probably tomorrow.
- Sun Dec 12, 2021 2:38 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861023
Re: EntityPlus - A single player Q3 mod
It's really nice to see that the mod is still alive and kicking
I started working on a new backpack model yesterday, the highpoly is done already. Lowpoly and textures will follow soon.

- Sat Dec 11, 2021 4:17 pm
- Forum: ID Tech
- Topic: New map for Quake 3 EntityPlus
- Replies: 4
- Views: 5722
Re: New map for Quake 3 EntityPlus
I just played through it and had a blast. That map was outstanding! I thought that crossing the bridge would end the level, and up to that point everything was relatively "normal". The unexpected rollercoaster ride that happened next was incredible. I really like environments with this wei...
- Sat Dec 11, 2021 1:10 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
Re: Quadwell [Beta2]
This map was stuck in a close-to-finished state for 4 years now, but I finally gave it a last push. [lvlshot]https://victorkarp.com/wp-content/uploads/2021/12/Victor-Karp-Quake-3-Quadwell-04-1024x576.jpg[/lvlshot] [lvlshot]https://victorkarp.com/wp-content/uploads/2021/12/Victor-Karp-Quake-3-Quadwel...
- Sun Jul 16, 2017 3:55 pm
- Forum: ID Tech
- Topic: [Final] Quadwell
- Replies: 26
- Views: 17735
[Final] Quadwell
EDIT: The map is now final, you can download it for classic Quake 3 and Quake Live on my website . It has been around 6 years since I've posted a map here. I finally wanted to create a really nice looking one with the skills I've gathered since then, so here it is. It will most likely be my last Qu...
- Thu Feb 16, 2017 12:12 am
- Forum: ID Tech
- Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
- Replies: 20
- Views: 19222
Re: [SOF2] MP_ZIBA Sky and Compile issues
The picture with the -fast comparison was uploaded by me some years ago, I think here and in another mapping forum. -fast enables fast lighting for the first light stage and the bounce lighting, that's right. I prefer not to use -fast but -fastbounce for my compiles, even for WIP ones. This way the ...
- Wed Feb 15, 2017 6:21 pm
- Forum: ID Tech
- Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
- Replies: 20
- Views: 19222
Re: [SOF2] MP_ZIBA Sky and Compile issues
So I should use it in combination with -samples and ignore what Q3Map2 Wikibooks says? Try it out, there's nothing to lose. I'm currently working on a map and use -samples 3 but I always only used -filter before. In the tests I did in the past -filter looked slightly better than -samples, although ...
- Wed Feb 15, 2017 2:27 am
- Forum: ID Tech
- Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
- Replies: 20
- Views: 19222
Re: [SOF2] MP_ZIBA Sky and Compile issues
You are using dozens of q3map_sunExt lines? What is this good for? This looks really horribly difficult to tweak. I've always only used it one time per sky shader for the direct sunlight and created my ambient sky light with q3map_skylight. You can change the skylight color by using q3map_lightimage...
- Mon Feb 13, 2017 7:20 pm
- Forum: ID Tech
- Topic: help with custom sky shader
- Replies: 6
- Views: 9977
Re: help with custom sky shader
From your nickname I assume you are German. I've written an in-depth tutorial about creating custom sky shaders. As CZghost said, q3map_surfacelight is the old and deprecated method for skybox lighting, because it will illuminate surfaces closer to the sky more than those farther away from it. Use q...
- Mon Feb 13, 2017 6:56 pm
- Forum: ID Tech
- Topic: Fit command for mapping doesn't work in game
- Replies: 10
- Views: 7996
Re: Fit command for mapping doesn't work in game
Does this happen with every texture you try to fit or only with some of them? This sounds like the texture you are using uses a shader to manipule the texture transform in game. In this case you only see this in game and not in the editor.
- Mon Feb 13, 2017 6:27 pm
- Forum: ID Tech
- Topic: Cityy tutorials?
- Replies: 8
- Views: 10340
Re: Cityy tutorials?
Although I'm not cityy, if you are looking for tutorials in German, I've written quite a few over the years. I've got some Blender beginner tutorials as well, and here is one about finishing a level in general. Excuse my shameless advertising.
- Fri Apr 13, 2012 7:43 pm
- Forum: ID Tech
- Topic: 20 Brush 2012 Discussion Thread
- Replies: 85
- Views: 40643
Re: 20 Brush 2012 Discussion Thread
Probably the first time ever I noticed a contest the day it was announced. Cool thing. I'll see what I can do in two weeks 

- Wed Apr 04, 2012 7:08 am
- Forum: ID Tech
- Topic: Spiral staircase
- Replies: 12
- Views: 5273
Re: Spiral staircase
Probably depends on the Radiant version you are using. I use 1.5 (with no additional plugins installed).