Search found 100 matches

by xiripiti
Mon Jul 18, 2022 3:56 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 9
Views: 5995

Re: QLive crashes after opening a custom map

[quote="sst13"]
Did you use light entities with lightstyles at the 4 burning pots?

:p Deleted lightstyles at the 4 burning pots and all work good now.
Once again thanks.
by xiripiti
Thu Jul 14, 2022 1:46 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 9
Views: 5995

Re: QLive crashes after opening a custom map

Decided to remake this map from scratch. This was a attempt to recover a old map I made about 6 years ago. With so many transformations and resizes it ended with a lot of problems. Before I delete this nightmare, I would leave here 2 questions: - Why the missing textures are seen online but not on w...
by xiripiti
Sun Jul 10, 2022 5:05 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 9
Views: 5995

Re: QLive crashes after opening a custom map

this map is becoming a nightmare
by xiripiti
Sat Jul 09, 2022 8:05 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 9
Views: 5995

QLive crashes after opening a custom map

After checking all jpg textures (some had 300 dpis, but resized to 72, like all others) and the 14 shaders used in the map, made the final compile and...wow...the map opens, and QL do not crash. But a new problem occurs : 2 textures appear on some brushes but do not appear on others. One has 1024x10...
by xiripiti
Tue Jul 05, 2022 3:33 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 8
Views: 8451

Re: QLive crashes after opening a custom map

Solved !!!
Made a new compile with no shaders and it is working. Only need to find which was the bad guy :)
by xiripiti
Thu Jun 30, 2022 7:52 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 8
Views: 8451

Re: QLive crashes after opening a custom map

There are a lot tgas indeed, all 24 bits. I will convert them to jpeg.
Lets see, thanks
by xiripiti
Thu Jun 30, 2022 4:13 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 8
Views: 8451

Re: QLive crashes after opening a custom map

https://steamcommunity.com/sharedfiles/ ... 2827879122
If you do not succeed opening, I will be happy to send you all files for you to to check, compile and upload to steam...if you have patient to do that.
Thanks
by xiripiti
Thu Jun 30, 2022 12:48 pm
Forum: ID Tech
Topic: QLive crashes after opening a custom map
Replies: 8
Views: 8451

QLive crashes after opening a custom map

First time this happens: uploaded a new map to my steam workshop, subscribed it, opened QLive. Immediatly after loading the map, the game crashes. Tried to open other of my maps, all work ok. After re-cheking the map constrution, remade the final compile - 0 (zero) errors - the problem stays the sam...
by xiripiti
Fri Dec 10, 2021 6:23 pm
Forum: ID Tech
Topic: can not upload a custom map
Replies: 1
Views: 2011

can not upload a custom map

I make Quake Live maps for long time and upload them to Steam to play with my friends. No problem with that, till now. When I tried to upload my last map, received this message on the command prompt: Preparing update... Preparing content........ Uploading content... Uploading preview image... roamin...
by xiripiti
Mon Aug 06, 2018 11:12 am
Forum: ID Tech
Topic: HeavyMachineGun missing
Replies: 7
Views: 4994

Re: HeavyMachineGun missing

KI thanks for answer
Seems that the only way to be sure is to finish my map, play it online and see if hmg is there or not.
by xiripiti
Sat Aug 04, 2018 6:36 pm
Forum: ID Tech
Topic: HeavyMachineGun missing
Replies: 7
Views: 4994

Re: HeavyMachineGun missing

About this subject I tested some standard maps (campgrounds, almostlost and overkill) in wolfcamql 11.7 . I play often these maps online and all have hmg/ammo in ffa or ca modes. When I played them in Wolfcam what I saw (pic 01) was something named "ammo pack" (?????). And more: this "...
by xiripiti
Wed Aug 01, 2018 7:19 pm
Forum: ID Tech
Topic: HeavyMachineGun missing
Replies: 7
Views: 4994

Re: HeavyMachineGun missing

just choosed hmg from the radiant weapon list, like any other weapon :))
In fact, never played maps with hmf in wolfcam. Have to test that
by xiripiti
Wed Aug 01, 2018 6:34 pm
Forum: ID Tech
Topic: HeavyMachineGun missing
Replies: 7
Views: 4994

Re: HeavyMachineGun missing

Dunno what u mean "entity" in this case, but many ql maps have hmg
by xiripiti
Wed Aug 01, 2018 2:29 pm
Forum: ID Tech
Topic: HeavyMachineGun missing
Replies: 7
Views: 4994

HeavyMachineGun missing

Hi all
I am making a ffa/ca map with hmg included, however when I test the map in wolfcam, all weapons appear except hmg.
Am I missing something?
by xiripiti
Wed Apr 25, 2018 3:25 pm
Forum: ID Tech
Topic: Shader Editor
Replies: 46
Views: 48015

Re: Shader Editor

I did...every one possible :cry:
by xiripiti
Wed Apr 25, 2018 2:45 pm
Forum: ID Tech
Topic: Shader Editor
Replies: 46
Views: 48015

Shader Editor

I used Q3ASE for a long time to create my shaders. What a usefull tool it was. At that time my OS was Windows Vista. Recently I changed to Windows 10 and he stopped work... and I know that the author makes no more updates. So anyone knows how to make it work on W10 or if exists some other shader edi...
by xiripiti
Tue Apr 24, 2018 11:00 am
Forum: ID Tech
Topic: gtk radiant 1.6 install doubts
Replies: 2
Views: 2626

Re: gtk radiant 1.6 install doubts

Solved
Radiant 1.6 only gives the option "quake 3 and mods".
As I make maps for Quake Live, so I dont need a Q3 install. Think that it was the reason why radiant did not "see" wolfcam
I installed Radiant 1.6.6 and it gives me the choice for QLive. Now all ok as before. :clownboat:
by xiripiti
Mon Apr 23, 2018 7:36 pm
Forum: ID Tech
Topic: gtk radiant 1.6 install doubts
Replies: 2
Views: 2626

gtk radiant 1.6 install doubts

Hi guys My usual mapping installation was Radiant 1.5 and Wolfcam 11.7 in the same folder on my desktop. To test a map I simply open Wolfcam and map was ready to play, coz the .bsp was automatically inside Wolfcam/baseq3 Now I´ve installed Radiant 1.6 and it comes with a baseq3 folder outside radian...
by xiripiti
Tue Oct 25, 2016 4:11 pm
Forum: ID Tech
Topic: Compiling and lighting
Replies: 6
Views: 6272

Re: Compiling and lighting

Sorry to be back so late.
Tanks for ur answers, all of them were very usefull.
I need now to test some switches, see how they result and maybe make my own compile settings for future maps.
:D
by xiripiti
Thu Oct 20, 2016 4:50 pm
Forum: ID Tech
Topic: Compiling and lighting
Replies: 6
Views: 6272

Re: Compiling and lighting

Ty for your answer, KI

look at the compile switches...where are they?
by xiripiti
Thu Oct 20, 2016 1:38 pm
Forum: ID Tech
Topic: Compiling and lighting
Replies: 6
Views: 6272

Compiling and lighting

i'm working with radiant 1.6.5 , and i have a question about compiling and lighting. When i need to see the final result I start to make several Fast-Tests to check geometry, lighting positions, etc. When all is ok I make a Full-Final render and at this point all lights are very similar to the previ...
by xiripiti
Sat Dec 19, 2015 7:57 pm
Forum: ID Tech
Topic: light through corner walls
Replies: 10
Views: 6107

Re: light through corner walls

Obsidian, all windows have one spotlight outside pointing to somewhere inside. If I cover the window with a brush with the skyshader...see what I mean???
by xiripiti
Sat Dec 19, 2015 7:40 pm
Forum: ID Tech
Topic: light through corner walls
Replies: 10
Views: 6107

Re: light through corner walls

obsidian wrote:Why don't you just have the sky shader cover the window only? It seems as if you have a whole box around the map or something.
Hmmmm...yes, the sky is on a whole box around the map. :o Why I didnt remember that before?
Thanks :)
by xiripiti
Sat Dec 19, 2015 7:30 pm
Forum: ID Tech
Topic: light through corner walls
Replies: 10
Views: 6107

Re: light through corner walls

test01.jpg test02.jpg test03.jpg Ok, i´m happy with the result of my test. These 3 pics show how I finally solved this. I think this is not the best solution, but it works. The light trough the walls comes from the sky shader, not from the back spotlight. Made a second "ceiling" and the r...