[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.
Search found 100 matches
- Mon Jul 18, 2022 3:56 pm
- Forum: ID Tech
- Topic: QLive crashes after opening a custom map
- Replies: 9
- Views: 5995
- 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...
- 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
- Sun Jul 10, 2022 4:27 pm
- Forum: ID Tech
- Topic: QLive crashes after opening a custom map
- Replies: 9
- Views: 5995
- 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...
- 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
Made a new compile with no shaders and it is working. Only need to find which was the bad guy

- 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
Lets see, thanks
- 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
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
- 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...
- 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...
- 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.
Seems that the only way to be sure is to finish my map, play it online and see if hmg is there or not.
- 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 "...
- 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

In fact, never played maps with hmf in wolfcam. Have to test that
- 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
- 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?
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?
- 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 

- 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...
- 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.
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.

- 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...
- 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.

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.

- 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?
look at the compile switches...where are they?
- 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...
- 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???
- Sat Dec 19, 2015 7:40 pm
- Forum: ID Tech
- Topic: light through corner walls
- Replies: 10
- Views: 6107
Re: light through corner walls
Hmmmm...yes, the sky is on a whole box around the map.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.

Thanks

- 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...