Search found 159 matches
- Tue Aug 08, 2017 8:31 pm
- Forum: Programming Discussion
- Topic: R_AddEntitySurfaces
- Replies: 14
- Views: 15512
Re: R_AddEntitySurfaces
Nice !
- Tue Aug 08, 2017 7:56 pm
- Forum: Programming Discussion
- Topic: Coop examples?
- Replies: 4
- Views: 6473
Re: Coop examples?
Outpost is a single player mod, and you could play your maps in coop (as long as you had made your map with enough spawnponts).
I still have it on my computer, but I don't know if it's hosted anywhere anymore.
http://planetquake.gamespy.com/Viewfa5c ... ail&id=144
I still have it on my computer, but I don't know if it's hosted anywhere anymore.
http://planetquake.gamespy.com/Viewfa5c ... ail&id=144
- Thu Feb 04, 2016 6:00 am
- Forum: ID Tech
- Topic: Quake III in Doom.
- Replies: 19
- Views: 12008
Re: Quake III in Doom.
I saw the Doom 3 Cacodemon and others ... So this is definitely not original in anyway but HELL I WANT TO PLAY IT.
- Sat Jan 16, 2016 12:38 pm
- Forum: Programming Discussion
- Topic: Spearmint sln
- Replies: 4
- Views: 7916
Re: Spearmint sln
I suggest you try contacting the author (zTurtleman) of this ioQuake3 branch directly ! He used to post some messages on the ioQ3 board some time ago, I think you'll find quite quicky 
I know this feeling of being out of civilisation and needing the stuff

I know this feeling of being out of civilisation and needing the stuff

- Wed Dec 09, 2015 2:23 am
- Forum: Programming Discussion
- Topic: What are the best tools for learning a new codebase?
- Replies: 3
- Views: 4728
Re: What are the best tools for learning a new codebase?
Eeeh ... Your brain ? Personally I just dig where functions are connected using the search tools of my beloved notepad++. One really useful thing is to print up with colours the variable definitions (specially the gentity_t) so you can check it up anytime ! I remember writing down some functions to ...
- Fri Nov 20, 2015 5:18 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
Good stuff ! Martinus : Very interesting setting, I love seeing refreshing styles coming to q3a ! I would advice you to try to more color-map the team owned areas ! In your shots, even with the lightmap colored zones, everything looks a bit flat :) 1 (hardcore) : make more specific team-based archit...
- Fri Oct 30, 2015 2:59 pm
- Forum: ID Tech
- Topic: UWV Mapping
- Replies: 18
- Views: 12268
Re: Screenshots
For some unknown reason I have a face on the mesh completely missing but I can't create a new face and it shows up fine when imported in UE4. It doesn't exist in Blender though. Weird. Maybe you have a face with inverted normals ... but I don't know why UE would render it correctly in that case :) ...
- Fri Oct 30, 2015 4:20 am
- Forum: ID Tech
- Topic: UWV Mapping
- Replies: 18
- Views: 12268
Re: Screenshots
You're having a cube projection ? in edit mode, 3D view, press 'u' to get the unwrap menu, and try "cube projection", see if you have the same result !
(I just tried on the monkey, seemed quite consistent)
(I just tried on the monkey, seemed quite consistent)
- Thu Oct 29, 2015 3:24 am
- Forum: ID Tech
- Topic: UWV Mapping
- Replies: 18
- Views: 12268
Re: Screenshots
Yeah, keeping a consistent texel size gets difficult when you start traditionnal UV mapping. Working with the checkers is the solution. Also, if you're making a set of 3D objects, I think you don't need the faces on the side of you object. they'll be hidden by a column or something else, I think. No...
- Sun Oct 11, 2015 9:32 am
- Forum: Programming Discussion
- Topic: distance culling surfaces
- Replies: 2
- Views: 4142
Re: distance culling surfaces
I'm just trying to cull a lot of needless traingles at a distance. It could be by another approach too. Like all detail brushes would cull at a set distance but leave structural brushes. Or maybe a type of instruction in q3map2 that would convert a func_group into a different type of brushes that c...
- Fri Oct 02, 2015 1:34 pm
- Forum: General Discussion
- Topic: Devil Daggers
- Replies: 16
- Views: 5821
Re: Devil Daggers
Why? I could pull that off in C# in a matter of a few days. It litterally has one level, no walls one weapon and about 3 enemies... The retro look is ok but if you're going to do a retro look like that you would need to add a lot more retro looking things to make it pop. I dunno, maybe I'm just not...
- Fri Oct 02, 2015 11:50 am
- Forum: General Discussion
- Topic: Devil Daggers
- Replies: 16
- Views: 5821
Devil Daggers
[youtube]RcJ5Ni92QI8[/youtube]
This gave me a boner.
This gave me a boner.
- Fri Sep 25, 2015 4:54 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
I thought the fog distance could go like forever ? I remember using some 8192 value a long time ago ...Martinus wrote: This is the max fog distance what.
- Sun Sep 20, 2015 6:49 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
Yup, that's a tiny bit too much 

- Fri Sep 04, 2015 1:29 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
... I am using MD3 format just because I do not have OBJ->ASE or BLEND->ASE convertor. If I had some ASE exporter for Blender, I could pretty easily export the original BLEND file to ASE. But I don't so I made the Camaro model this way... Maybe I will also download some MD3->ASE convertor or MS3D->...
- Thu Sep 03, 2015 1:42 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
.obj format is supported for mapobjects. It's very basic stuff, export is very hard to fail. Have you UV unwrapped and textured your sphere correctly ?
Also, the name of your material is usually exported to the pathway to your shader (ex : name your material : textures/mymap/sphere)
Also, the name of your material is usually exported to the pathway to your shader (ex : name your material : textures/mymap/sphere)
- Wed Sep 02, 2015 3:10 pm
- Forum: id legends
- Topic: Has anyone here modified Doom 3?
- Replies: 7
- Views: 11150
Re: Has anyone here modified Doom 3?
Unfortunately, the doom 3 engine hasn't been very popular with indie devs ... I have 2 persons in mind : *Motorsep : making "Phaeton" (previously named Steel storm 2, sequel to his top down shooter he made with the Darkplaces engine). Not a lot of recent news on the project, but making suc...
- Wed Sep 02, 2015 10:30 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
I wonder if we could figure out awesome haxxxxx to make it properly move around in a q3 map similar to what shio did in ancient valley... I "tried" (I downloaded the demos, I didn't have the skills to figure it out myself ^^) the map, and yeah, the box "pick up" system is nice :...
- Wed Sep 02, 2015 7:46 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
I wonder if we could figure out awesome haxxxxx to make it properly move around in a q3 map similar to what shio did in ancient valley... http://www.lvlworld.com/review/id:2237 This ancient valley ? I'm giving it a new try right now. I'm working on a new standalone game project with ioquake3, and t...
- Tue Sep 01, 2015 1:42 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
Hmm, why Blender, I have used it in the past years ago for Ocean animation. But I wouldn't really know how to create much a landscape in it. You'll have to learn how to properly UV unwrap your terrain to make it look good, but I think there is good potential for nice visuals. The only problem are t...
- Sun Aug 30, 2015 11:53 am
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
This is technically possible in the Q3 engine 

- Fri Aug 28, 2015 10:57 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
Re: Screenshots
Haha, unfortunately I really didn't have the vanilla quake 3 player models constraints in mind when doing thisSpray wrote:If you make that a playermodel you're my hero!


- Fri Aug 28, 2015 10:55 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
Hmm, I can't think of as far as flat surfaces, a sky box to begin with. As for a sphere? You're talking about the sky ? I remember in the SP mod "outpost" that the artist managed to mix a mountain horizon (done with a skybox) with the quake 3 generated sky. If you want a spherical sky of ...
- Fri Aug 28, 2015 12:44 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399169
- Fri Aug 28, 2015 12:44 pm
- Forum: ID Tech
- Topic: Interesting landscapes made in GTKRadiant?
- Replies: 32
- Views: 20719
Re: Interesting landscapes made in GTKRadiant?
An alternate way of making terrain :
http://www.simonoc.com/pages/design/mp/pom.htm
It works well, but requires some practice, good textures and good shaders.
http://www.simonoc.com/pages/design/mp/pom.htm
It works well, but requires some practice, good textures and good shaders.