Search found 16 matches

by MetalBeast
Mon Nov 07, 2011 4:22 pm
Forum: ID Tech
Topic: Spectators cannot go throught doors
Replies: 22
Views: 4841

Re: Spectators cannot go throught doors

Do you mean, the "trigger_teleport" is functional or what ?
No offence, but please get some time to write the things so everybody can understand them ;)

You should explain, what you did and what is working.

Did you try the "trigger_teleport" with SPAWNFLAGS "1" ?
by MetalBeast
Mon Nov 07, 2011 3:54 pm
Forum: ID Tech
Topic: Spectators cannot go throught doors
Replies: 22
Views: 4841

Re: Spectators cannot go throught doors

CZghost wrote:Oh my god! I'm surprised! It's functional also without triggers!!!
Will it be functional in TA?
What is funcional without triggers ? Or do you mean "SPAWNFLAGS" ?

What is TA ?
by MetalBeast
Mon Nov 07, 2011 3:42 pm
Forum: ID Tech
Topic: Spectators cannot go throught doors
Replies: 22
Views: 4841

Re: Spectators cannot go throught doors

I thought we had this discussion already. ;) There isn't a spectator only spawnflag, not one that I'm aware of or having ever been documented. Are you sure that's functional for Quake 3 and not for some other game or mod? Well, you guys are not really forcing me to install Q3 again ? ;) Should be S...
by MetalBeast
Mon Nov 07, 2011 12:59 pm
Forum: ID Tech
Topic: Spectators cannot go throught doors
Replies: 22
Views: 4841

Re: Spectators cannot go throught doors

If I know you can use "trigger_teleport" and set the SPECTATOR flag, so only spectators will be teleported. /*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination. If sp...
by MetalBeast
Thu Nov 03, 2011 1:58 am
Forum: ID Tech
Topic: Black lines & dots on ASE terrain.
Replies: 8
Views: 3719

Re: Black lines & dots on ASE terrain.

Oh, I see. I thought you fixed it with the screenshot above. No, unfortunately, all things I tested until now are making the results worse and not better. Try adding q3map_terrain and maybe q3map_lightmapSampleOffset. q3map_terrain is for alphamapped terrain entities, or not ? I will test q3map_lig...
by MetalBeast
Wed Nov 02, 2011 11:53 pm
Forum: ID Tech
Topic: Black lines & dots on ASE terrain.
Replies: 8
Views: 3719

Re: Black lines & dots on ASE terrain.

obsidian wrote: The reason for the black lines is because it doesn't know to span lightmaps across your terrain mesh, so you end up with seams where two lightmap pages meet.
And how can I fix this ?

what would be the right shader for the ASE terrrain ?
by MetalBeast
Wed Nov 02, 2011 6:57 pm
Forum: ID Tech
Topic: Black lines & dots on ASE terrain.
Replies: 8
Views: 3719

Re: Black lines & dots on ASE terrain.

Normally, it's a good idea to post your shader and compile settings. Hmm, I did already, but here, it's the standard dotproduct2 shader: textures/korriban_da/sandtodirt { qer_editorimage textures/korriban_da/sand q3map_nonplanar q3map_shadeangle 120 q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) q3map...
by MetalBeast
Wed Nov 02, 2011 4:12 pm
Forum: ID Tech
Topic: Black lines & dots on ASE terrain.
Replies: 8
Views: 3719

Re: Black lines & dots on ASE terrain.

Thanks for answer obsidian. Well, tried many different light compile settings, no changes. This problem also occurs, when I'm using no shaders. q3map_lightmapMergable does not work for ASE terrain, it gives 1000's of errors while compile prozess. On the screenshots, you can see I was using dotproduc...
by MetalBeast
Tue Nov 01, 2011 11:42 pm
Forum: ID Tech
Topic: Black lines & dots on ASE terrain.
Replies: 8
Views: 3719

Black lines & dots on ASE terrain.

Hi, I have a weird problem with my big ASE terrain (16.000 x 8.000 units), > black lines (in the lightmap). No idea what is the reason, used the same shader (other textures) and same skybox in another big map (there are no such lines visible). Anybody has an idea, what can cause this problem? Tried ...
by MetalBeast
Thu Sep 22, 2011 12:27 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

@deqer: I will implement it, as experimental feature in the next release. @Neoplan: 1. unfortunately, the standard file-list box does not work this way. You only can specify one file filter, for example "*.map", there is no option for excluding single files. To do so, I have to write my ow...
by MetalBeast
Wed Sep 21, 2011 4:51 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

An option to hide autosave files from the .map list would be nice... That not so easy, because in the standard file-list you can only filter files, by extension. Excluding single files is not possible. Writing my own file-listing will be needed. Not having to switch to the .bsp file in order to lau...
by MetalBeast
Sat Aug 20, 2011 6:41 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

Hi, thx for comments ;) @Eraser : awesome toolkit, it's already giving me few ideas for the future of q3map2GUI :D @o'dium: thx, will look into it. @neoplan: MAP - info section sounds good, I have already played with this idea in my mind, but now I have a concept how to realize this. Map-packer shou...
by MetalBeast
Fri Aug 19, 2011 9:05 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

I meant to add a note to this compile switch in your bsp options (a lot of checkboxes with some info when you hover over the commands). When I first tried to use the "scale" switch, I wanted to just add it when i compiled my .map file into a .bsp file - which did not work. So I just wante...
by MetalBeast
Fri Aug 19, 2011 1:05 pm
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

Hi, thx for your comments guys ;) @neoplan: 1. I will check, if it is possible to implement something like this, without deep changes in the code. 2. you can do it already. All the predefined switches are just help. The text-lines are freely writable, so you can add whatever you want there. Also you...
by MetalBeast
Thu Aug 18, 2011 12:18 am
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Re: Q3map2GUI update

:q3: Q3map2GUI Version 1.2 build 2032 Download it here: > link < New Q3map2GUI homepage: http://3d-get.de/q3map2gui/ What'S New in Version 1.2 Build 2032: Bug fixes: - "lomem" -bug fixed, - "MAP LEAKED" is recorded as error now - error & warnings counter fixed New features: -...
by MetalBeast
Sun Aug 14, 2011 2:52 am
Forum: ID Tech
Topic: Q3map2GUI update
Replies: 20
Views: 9153

Q3map2GUI update

Hi, I plan to create updated version of my Q3map2GUI. Supported games in this version are: - Quake III Arena - Startrek Elite Force - Return to Castle Wolfenstein - Wolfenstein-Enemy Territory - Soldiers of Fortune2 - Jedi Knight2 - Jedi Knight Jedi Academy Known bugs so far in the last version 1.1 ...