Search found 30 matches

by ailmanki
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...
by ailmanki
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...
by ailmanki
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...
by ailmanki
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...
by ailmanki
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...
by ailmanki
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-...
by ailmanki
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.
by ailmanki
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
by ailmanki
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.
by ailmanki
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..
by ailmanki
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...
by ailmanki
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 ..
by ailmanki
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 )?
by ailmanki
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.
by ailmanki
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/
by ailmanki
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.
by ailmanki
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?
Official plug-in set for importing and exporting TIM Psx images in Photoshop or any compatible program (like ACD See):
http://www.romhacking.net/utilities/450/
by ailmanki
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
by ailmanki
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...
by ailmanki
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...
by ailmanki
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...
by ailmanki
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...