Search found 30 matches
- Fri Mar 15, 2013 2:15 pm
- Forum: ID Tech
- Topic: Little off topic--Demos
- Replies: 7
- Views: 5539
Re: Little off topic--Demos
Playing back Quake 3 demos is complicated slightly because there are so many different versions of the game. However the DemoShowCreator utility solves this problem by automatically playing any demo version available (except the original q3test demos). Download the latest version of Quake 3, and De...
- Wed Nov 14, 2012 8:44 pm
- Forum: id legends
- Topic: Rage - Configuration Examples?
- Replies: 35
- Views: 26536
Re: Rage - Configuration Examples?
There is some info about the 2 patches: http://rage.wikia.com/wiki/Patch_1_PC http://rage.wikia.com/wiki/Patch_2_PC http://rage.wikia.com/wiki/Tweaks edit: for example you could add the game cache file folder as a softlink to your ssd (if that isn't already on the ssd). Hopefully Mod tools come soon...
- Tue Oct 23, 2012 8:59 am
- Forum: id legends
- Topic: Rage - Configuration Examples?
- Replies: 35
- Views: 26536
Re: Rage - Configuration Examples?
I guess people did not know if the low res textures are a bug or intended. After installing 20+GB most people expect high detail everywhere. But most things are blurred on close up. Can't wait for next game with this engine though, looks highly realistic if your not getting to near. There is s setti...
- Sat Jul 21, 2012 8:08 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Proposal: A tiered server system for fighting aimbots
- Replies: 20
- Views: 16435
Re: Proposal: A tiered server system for fighting aimbots
The idea of a tiered system would be good for a competition system. On the other hand for public servers, it could be just enough to have the transparency. It could show in scoreboard the calculated 'skill'. (:D the functionality should be there from the bots - not?) While it could show on a separat...
- Thu Jul 19, 2012 12:11 pm
- Forum: ID Tech
- Topic: How to decompile QL map?
- Replies: 32
- Views: 28321
Re: How to decompile QL map?
http://www.mralligator.com/q3/
The header is part of the file itself...
The header is part of the file itself...
- Mon Jul 09, 2012 1:25 pm
- Forum: ID Tech
- Topic: Where to download original ase models used in Q3 maps?
- Replies: 6
- Views: 4025
Re: Where to download original ase models used in Q3 maps?
Should be possible to decompile the map, extract the part you need - but that is most cases not legal. There is a nice tool to make md3 from map. I think md3 is nice if you want to reuse same model, or have a animated one, not for backing into the map. http://forums.warchestgames.com/showthr ... -4-...
- Tue Jun 19, 2012 4:02 pm
- Forum: Technology & Troubleshooting
- Topic: Subtitles problem in VLC
- Replies: 5
- Views: 3776
- Tue Jun 05, 2012 5:04 pm
- Forum: ID Tech
- Topic: Patch stiching...
- Replies: 22
- Views: 34856
Re: Patch stiching...
Well yes, but when you use multiple patchmeshes, they should not have _holes_ as shown in the first pic.
- Tue Jun 05, 2012 1:01 pm
- Forum: ID Tech
- Topic: Patch stiching...
- Replies: 22
- Views: 34856
Re: Patch stiching...
I wonder if its a feature of Enemy-Territory, but there it works well, when the patches which do align - have the same amount of control points and are matched up perfectly.
http://wet.peyote.ch/netradiant/subidivisions
http://wet.peyote.ch/netradiant/subidivisions
- Thu Mar 29, 2012 11:34 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861076
Re: EntityPlus - A single player Q3 mod
can be bullet time, but also faster
One silly idea: A map where more and more monsters come, and the game becomes faster and faster. How many seconds do you survive? Seems to be difficult to find some use for it, since it would affect everything.
One silly idea: A map where more and more monsters come, and the game becomes faster and faster. How many seconds do you survive? Seems to be difficult to find some use for it, since it would affect everything.
- Thu Mar 29, 2012 1:26 pm
- Forum: ID Tech
- Topic: map testing
- Replies: 10
- Views: 3836
Re: map testing
It seems strange, that it gets wider the higher the tower goes.
I turned the pic you posted by 180°, and I instantly felt more comfortable looking at it. Maybe add some fundament - maybe a big rock where it is on..
I turned the pic you posted by 180°, and I instantly felt more comfortable looking at it. Maybe add some fundament - maybe a big rock where it is on..
- Thu Mar 29, 2012 1:21 pm
- Forum: ID Tech
- Topic: Head hurts: External lightmaps and consistent lighting
- Replies: 18
- Views: 13123
Re: Head hurts: External lightmaps and consistent lighting
@Sock Try with a low -tresh value to get rid of the pixeled edges. The reason lower values of -thresh are used are for when you want more accurate phong and bumpmapping. Lower values = smaller triangles = more samples per luxel (lightmap pixel) = more accurate normal = smoother shading If you decomp...
- Thu Mar 29, 2012 1:12 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861076
Re: EntityPlus - A single player Q3 mod
An idea for a entitiy.
Like func_gravity but for timescale.
So that a mapper can modify the timescale ..
Like func_gravity but for timescale.
So that a mapper can modify the timescale ..
- Fri Mar 23, 2012 2:32 am
- Forum: ID Tech
- Topic: Head hurts: External lightmaps and consistent lighting
- Replies: 18
- Views: 13123
Re: Head hurts: External lightmaps and consistent lighting
About the lightmap difference, the documentation says it does generate a shader for each lightmap.
shader script q3map_{mapname}.shader
If that is the case, maybe that shader is bad ( or uhm incomplete )?
shader script q3map_{mapname}.shader
If that is the case, maybe that shader is bad ( or uhm incomplete )?
- Thu Mar 22, 2012 11:33 am
- Forum: ID Tech
- Topic: Broken mods (free or not) are not welcome.
- Replies: 20
- Views: 7513
- Wed Mar 21, 2012 10:40 am
- Forum: ID Tech
- Topic: Where can I find a full Quake 3 Entity list guys?
- Replies: 3
- Views: 3182
Re: Where can I find a full Quake 3 Entity list guys?
http://games.chruker.dk/enemy_territory/entities.php
Its the entities from enemy-territory, with extra infos.
Its the entities from enemy-territory, with extra infos.
- Tue Mar 20, 2012 10:17 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)
nice 
And I had another look, for a tool handling tim files..that romhacking page is great ressource for that..
a plugin for gimp:
http://www.romhacking.net/utilities/553/
and a tool which comes with its sourcecode:
http://www.romhacking.net/utilities/238/

And I had another look, for a tool handling tim files..that romhacking page is great ressource for that..
a plugin for gimp:
http://www.romhacking.net/utilities/553/
and a tool which comes with its sourcecode:
http://www.romhacking.net/utilities/238/
- Mon Mar 19, 2012 2:49 am
- Forum: ID Tech
- Topic: Older versions of Radiant: Anyone have them?
- Replies: 9
- Views: 8061
- Fri Feb 10, 2012 5:00 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3159738
Re: Screenshots
@sock
round pillars might look better. It looks like you had to save polygons - imo.
round pillars might look better. It looks like you had to save polygons - imo.
- Mon Jan 16, 2012 9:05 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)
Which well-known game?
http://www.romhacking.net/utilities/450/Official plug-in set for importing and exporting TIM Psx images in Photoshop or any compatible program (like ACD See):
- Sun Jan 15, 2012 11:06 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)
http://www.zophar.net/utilities/psxutil/tim-viewer.html
I have not tried and tested the file formats.. e.g. if its 24bpp or whatever. But it did run under win7 and it has a menu where you can convert to TIM from BMP.
TIM file format:
http://wiki.qhimm.com/PSX/TIM_file
I have not tried and tested the file formats.. e.g. if its 24bpp or whatever. But it did run under win7 and it has a menu where you can convert to TIM from BMP.
TIM file format:
http://wiki.qhimm.com/PSX/TIM_file
- Fri Jan 13, 2012 1:01 pm
- Forum: ID Tech
- Topic: Head hurts: External lightmaps and consistent lighting
- Replies: 18
- Views: 13123
Re: Head hurts: External lightmaps and consistent lighting
I checked q3map2 source and there is some extra for external Lightmaps. If you have not yet- I suggest to try q3map2 from NetRadiant, but I guess that won't fix the inconsistency; I do not understand the code - hehe; yet NetRadiant has updates to it. In any case it should be possible to mix differen...
- Thu Jan 12, 2012 6:27 pm
- Forum: ID Tech
- Topic: Head hurts: External lightmaps and consistent lighting
- Replies: 18
- Views: 13123
Re: Head hurts: External lightmaps and consistent lighting
Is this something usefull? http://shaderlab.com/q3map2/2.3/readme_previous.txt 2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now supported, up to 1024x1024. Add q3map_lightmapSize H W to a shader to use. Lightmaps are stored in maps/{mapname}/_lm_NNN.tga and a shader script q3map_{mapname}.sha...
- Sat Oct 15, 2011 1:43 am
- Forum: General Discussion
- Topic: More Rage
- Replies: 831
- Views: 167531
Re: More Rage
IMHO it has fantastic graphics, every piece of the world has looks different. Its a sad thing that there is no high res textures available yet. I hope for a extra DLC with high res textures and world geometry + if its even possible for the id tech5 engine, enable certain world physics. That I really...
- Fri Jan 07, 2011 9:23 am
- Forum: Programming Discussion
- Topic: I can't take this anymore
- Replies: 7
- Views: 3619
Re: I can't take this anymore
I am working on getting NetRadiant to compile native on OSX, it is very difficult as I lack alot of knowledge... but its interesting and so I continue. So far I struggle with qgl.cpp, and will struggle a while longer probably - until I learnt more.. There are few ways to get also older Radiant versi...