Search found 43 matches

by GtkRadiant
Sat Jan 14, 2012 10:16 pm
Forum: ID Tech
Topic: EntityPlus sword model (ver. 2)
Replies: 4
Views: 2182

Re: EntityPlus sword model (ver. 2)

ok. I'll try to make it more q3-ish.
by GtkRadiant
Sat Jan 14, 2012 9:10 pm
Forum: ID Tech
Topic: EntityPlus sword model (ver. 2)
Replies: 4
Views: 2182

EntityPlus sword model (ver. 2)

I was bored yesterday and I decided I'd have another go at the sword model idea. (I do realize that a sword will most likely not be put into EntityPlus, And Ouija's model was pretty kick-butt, so I don't really think this will amount to anything. I just want to try and contribute to the mod.) I've m...
by GtkRadiant
Fri Jan 13, 2012 1:06 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

(please ignore my last post.)
by GtkRadiant
Sat Jan 07, 2012 12:48 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

Could we get a new grenade launcher spawnflag to create teleporting grenades like as (somewhat) discussed in this thread viewtopic.php?f=16&t=46340 ? (the spawnflag would specify that the GL would only shoot teleporting grenades) This could introduce some cool new puzzle-solving scenarios for ma...
by GtkRadiant
Sat Jan 07, 2012 12:39 am
Forum: ID Tech
Topic: Cel Shading
Replies: 9
Views: 5892

Re: Cel Shading

".. and also the entities?"

ignore that, it doesn't matter.
by GtkRadiant
Sat Jan 07, 2012 12:37 am
Forum: ID Tech
Topic: Cel Shading
Replies: 9
Views: 5892

Re: Cel Shading

Should be possbile by writing a second shader cel/ink2 and assigning it to the specific group. I've tried this before and you can't use two cel shaders at once. then also it would need another _celshader key in worldspawn, one for each of the shaders in the script? the celshader key can be used to ...
by GtkRadiant
Fri Dec 23, 2011 11:45 pm
Forum: ID Tech
Topic: How many mappers till maps?
Replies: 17
Views: 5184

Re: How many mappers till maps?

(not that anyone cares or anything) I'm working on my first map right now, it's based on the newest Zelda game. (no hate comments plz.) The map consists of chunks of earth floating in a wide open blue sky. I've only completed a little less than a third of the map and it's not at all close to being f...
by GtkRadiant
Tue Dec 20, 2011 12:54 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

Ok. =^)

(sorry for the sudden random question.)
by GtkRadiant
Tue Dec 20, 2011 12:34 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

Eraser, what happened to the conveyor that you were making a while ago? I was looking forward to that feature.
by GtkRadiant
Wed Nov 02, 2011 9:03 pm
Forum: ID Tech
Topic: Door/Button Directions?
Replies: 5
Views: 2561

Re: Door/Button Directions?

I think he means making them move along multiple axes. I don't think that's possible though. If "multiple axes" means diagonally then that is not what I meant. Thanks for the help though. :smirk: No, I think he just means the basics. 0-359, 360 is the same as 0. 0-360 Thanks Guys, this is...
by GtkRadiant
Wed Nov 02, 2011 12:09 pm
Forum: ID Tech
Topic: Door/Button Directions?
Replies: 5
Views: 2561

Door/Button Directions?

I'm making my first q3 map and I want to know the different values that I can set in the Angle key for both Doors and Buttons.

I know that up = -1, down = -2, what are the values to make them travel sideways and forward and backward?
by GtkRadiant
Tue Oct 18, 2011 10:46 pm
Forum: ID Tech
Topic: flickering lights?
Replies: 20
Views: 12450

Re: flickering lights?

Eraser wrote:But isn't the fact that they're all the same exactly what the problem is here?
I thought the problem was that I.G.P.E. could not get the flicker effect to work, though I might be interpreting I.G.P.E.'s comment wrong. :dork:
by GtkRadiant
Tue Oct 18, 2011 9:01 pm
Forum: ID Tech
Topic: flickering lights?
Replies: 20
Views: 12450

Re: flickering lights?

IveGotPenisEnvy wrote:weird, when i try adding the keys it doesn't work.
that's odd, I'm using the 2nd newest version of Entityplus and it's working fine. (except that all the styles are the same.)

this is what my worldspawn and light keys look like:
by GtkRadiant
Tue Oct 18, 2011 11:43 am
Forum: ID Tech
Topic: flickering lights?
Replies: 20
Views: 12450

Re: flickering lights?

I got this list from some mapping website but I can't see a difference in the different values. maybe they're broken.

...or maybe I'm not looking close enough. :)
by GtkRadiant
Tue Oct 18, 2011 11:40 am
Forum: ID Tech
Topic: flickering lights?
Replies: 20
Views: 12450

Re: flickering lights?

yup. all you have to do is set the following keys to the following entities: WORLDSPAWN KEYS: key:rbg value:waves LIGHT ENTITY KEYS: key:style value:X (replace "X" with one of the following numbers.) 1 FLICKER (first variety) 2 SLOW STRONG PULSE 3 CANDLE (first variety) 4 FAST STROBE 5 GEN...
by GtkRadiant
Fri Sep 30, 2011 11:46 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

lol, awkward. The func_door_rotating entity will help (or was it func_rotating_door? I always forget) because you can specify a number of radial degrees it should turn. No need to do time based calculations then. lol, I didn't know that was possible! :olo: :olo: :olo: @dghost77 you can use some tar...
by GtkRadiant
Thu Sep 29, 2011 12:05 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

I always dreamed of having the possibility of making a Quake 3 map with a kind of tool like a volumetric brush that is invisible in-game but where you can apply different gravity value. Well, that's what we have target_gravity for. While it works slightly different than how you describe, you can se...
by GtkRadiant
Tue Sep 20, 2011 11:56 pm
Forum: ID Tech
Topic: Shader help
Replies: 7
Views: 2587

Re: Shader help

...And sorry for cluttering up the other thread, I don't know how to make a new one...
by GtkRadiant
Tue Sep 20, 2011 11:55 pm
Forum: ID Tech
Topic: Shader help
Replies: 7
Views: 2587

Re: EntityPlus - A single player Q3 mod

Split this thread off to stop it cluttering up the other thread. In the first shader, you don't have an actual texture stage, just an editor image. The shader needs to be told what texture to use, each stage needs it's own set of curly brackets "{ ... }". A simple texture stage should con...
by GtkRadiant
Tue Sep 20, 2011 11:48 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

EmeraldTiger wrote:Put in Primary Objective: Bounty hunters Phantazm11 and ShadoW will help assist you in tracking down Cityy.
...?
by GtkRadiant
Mon Sep 19, 2011 12:11 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

And if you're planning to never have saving, then I think you should have progressive spawn points in the map, so if you beat half a map and died you would spawn at a forward checkpoint instead of way back at the spawn. this is already possible, spawn points can be triggered on/off, when the player...
by GtkRadiant
Fri Sep 16, 2011 11:36 pm
Forum: ID Tech
Topic: Shader help
Replies: 7
Views: 2587

Re: EntityPlus - A single player Q3 mod

While I'm still rambling, can anyone help me with my water shader? there's no error messages in the console, but the texture is missing. here's what the shader looks like: textures/factory/water //this is the water shader that I'm having problems with. { qer_editorimage textures/factory/water.tga su...
by GtkRadiant
Fri Sep 16, 2011 11:20 pm
Forum: ID Tech
Topic: Shader help
Replies: 7
Views: 2587

Re: EntityPlus - A single player Q3 mod

only, from first glance, it looks like only one style works.
by GtkRadiant
Fri Sep 16, 2011 11:19 pm
Forum: ID Tech
Topic: Shader help
Replies: 7
Views: 2587

Shader help

Hey Eraser, on the issue about the light coming from the player, you said: "Last problem, light styles are not a feature of the version of id Tech 3 used in Quake 3 Arena. This was added later on for games like Jedi Knight 2." light styles ARE possible in q3, in fact, I'm using them in my ...
by GtkRadiant
Sat Sep 10, 2011 6:19 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889324

Re: EntityPlus - A single player Q3 mod

Oh. i guess I'll have to start over then. :dork: