Search found 36 matches
- Sat Apr 21, 2018 4:02 pm
- Forum: ID Tech
- Topic: scq3dm2 "Dojo" by Scorch_ [BETA]
- Replies: 3
- Views: 5506
Re: scq3dm9 "Dojo" by Scorch_ [ALPHA]
I haven't posted here in a while so I figured I'd give an update on this map. https://i.imgur.com/77aaFTS.jpg https://i.imgur.com/nPLDtVj.jpg https://i.imgur.com/AkYw3Wk.jpg Download Q3 Notes: As you can see from the screenshots above the map has changed a considerable amount over the last year and ...
- Wed Mar 22, 2017 5:02 pm
- Forum: ID Tech
- Topic: scq3dm2 "Dojo" by Scorch_ [BETA]
- Replies: 3
- Views: 5506
scq3dm2 "Dojo" by Scorch_ [BETA]
Dojo is a small duel map for Q3 (will be ported to QL after completion) that takes visual inspiration from q3wcp1 "Japanese Castles". The map is currently in the alpha phase of devolvement and is not sealed off properly (a large box surrounds the map as the final geometry is worked out) an...
- Tue Oct 06, 2015 4:51 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
The last things i deleted was Lava stuff and some Lights -then it worked :shrug: Hmm.. If you want PM Map again, I will try to fix the Error without the big chaos i caused last time :) Heres the .map file, I didn't delete the lava when trying to get bots working as that being the issue didn't reall...
- Mon Oct 05, 2015 7:32 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
So I went ahead and did a fresh install of quake 3 and I was able to find the errors KittenIgnition mentioned, so all textures should be working on the map now. Not sure what happened to my other install but from now on I will be doing testing in the clean install, thanks everyone for all the help! ...
- Thu Oct 01, 2015 5:55 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
Well, on my phone again, but in SFX.shader one of the shader names ends with a /. I dunno if this actually causes issues, but I assume it does. It likely does. WARNING: R_FindImageFile could not find 'textures/skies/meth_clouds.tga' in shader 'textures/skies/meth_clouds4' Shader textures/skies/meth...
- Thu Oct 01, 2015 11:40 am
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
I hope you meant you replaced all instances of, ".png" in your shader files with, ".tga", rather than converting actual image files. Forward slashes and non-tga/jpg extensions in the shader file itself . Maybe you did that already, but you mentioned converting so I just want to ...
- Wed Sep 30, 2015 3:34 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
The shaders are added to the shaderlist.txt and the paths in the shader files are correct.AndyW wrote:Check your paths in Shader files.
Shaders added to the SHADERLIST.TXT ??? Y or N ?
- Wed Sep 30, 2015 2:17 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
Andy already pointed it out. Always use .tga in your shaders. Never .png. I think I misread what he said and thought he was talking about something to do with radiant so my bad on that, in any case I already tried converting the textures for the bounce pad to .tga and it didn't seem to fix the issu...
- Wed Sep 30, 2015 9:26 am
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
Hmm... You have to add your custom shaders to the shaderlist.txt located in ***\scripts\shaderlist.txt http://de.ws.q3df.org/level_design/add_shader/ I just noticed that some of your shader-textures are in *.png format, i dont know if this could cause the problem. Some of the Shader Gurus over here...
- Wed Sep 30, 2015 9:01 am
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
For the Textures: Did you add them to the Shader.File?? Yea I've added the shader files to the right folder, maybe I need to edit them? When I was fixing the sky texture I had to edit the shader file to remove one of the layers other wise the map would always crash on startup sending me back to to ...
- Tue Sep 29, 2015 1:26 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
as far as debugging, try using the "pause" command after each line. the command prompt will then wait for you to press any key before it continues on to the next line. that way, you can read everything that happened up to that point and look for any errors. and as andy said, if you haven'...
- Mon Sep 21, 2015 5:34 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
If you want post the *.map File. I will try to compile it and post a full compile-log. Just send me an PM EDIT: Without an Log its hard to find the Error. Once i had the problem that some 45deg rotated patch-cylinders caused an error that ended up in a broken AAS. I like the Map but would also say ...
- Mon Sep 21, 2015 6:09 am
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
No, I didn't get a log file in either the quake 3 folder or the gtkradiant folder.Martinus wrote:Did you get a log file after the AAS complier done?
- Sun Sep 20, 2015 7:57 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
Hey Pat thanks for the help so far, I've run into a slight snag with the script you gave me. After filling out the file paths and running it as a .bat file a command prompt will pop up and do a whole bunch of stuff thats similar to compiling a map with gtkradiant, the problem is that after doing tha...
- Sun Aug 09, 2015 4:15 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
[lvlshot]http://i.imgur.com/zsb4bWM.jpg[/lvlshot] Is that planned, or a bug (missing heights)? On that platform, where the armor shards are floating, you should add a holdable or a powerup (or more of them) in my opinion. You should test your map wih bots, because people likes to play with bots. Tu...
- Fri Aug 07, 2015 2:17 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
Re: scdm3 [alpha] by Scorch_
This map is too damn small and super simple for me. You should put something interesting on that platform where the floating armor shards are. The map has some junction leaks(?) ...(I think) The map is in a big box... this isn't good. The map doesn't have bot support... :tear: Not exactly sure what...
- Thu Aug 06, 2015 2:51 pm
- Forum: ID Tech
- Topic: scdm3 [alpha] by Scorch_
- Replies: 46
- Views: 27386
scdm3 [alpha] by Scorch_
Scdm3 is a small duel map inspired various cpma and reflex maps and barrows its appearance (temporarily) from the map cpm1a or "wicked" as its known in QL. http://i.imgur.com/Rwva4Av.jpg http://i.imgur.com/tEmtB8f.jpg http://i.imgur.com/TjrmEFE.jpg Download Q3 Download QL Some things I'd l...
- Thu May 21, 2015 2:42 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: [QL] scdm2 "Roundabout" [alpha] by Scorch_
DownloadAndehX wrote:could you release a Q3 version too please?
Here you go I forgot to port it over, will try and get them both out at the same time for the next build.
- Thu May 21, 2015 12:54 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: [QL] scdm2 "Roundabout" [alpha] by Scorch_
Thanks for all the feed back so far I tried to implement as much as I could in this new version. Download Change log: Completely redesigned mega room. 1 2 3 Removed two pillars from RA room. 1 Added a gate to the door leading from the deck in RA room to LG room. 1 Fixed the nonsolid floors in the RA...
- Mon May 18, 2015 4:28 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: [QL] scdm2 "Roundabout" [alpha] by Scorch_
The objects outside of the playable area and the large sky box are there because the map is still in the early stages of development and subject to change, its much easier to move a brush outside the playable area when testing a few different designs then it is to delete it and remake. Same thing go...
- Mon May 18, 2015 3:02 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: [QL] scdm2 "Roundabout" [alpha] by Scorch_
Alright I've ported the map over to q3, it wasn't as hard as I thought it'd be but there are a few issues. The lighting is pretty messed up and the map is way darker then the quakelive version I think it might have something to do with having to use a different sky texture but I'm not sure, I'd reco...
- Mon May 18, 2015 12:07 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: [QL] scdm2 "Roundabout" [alpha] by Scorch_
why not make a q3 ver. too I'm honestly not even sure how to go about that since all the tutorials I read when setting up radiant were for quakelive but if porting the map over to quake 3 is simple enough its definitely something I could do. In the mean time however an alternative to using quakeliv...
- Sun May 17, 2015 6:57 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
Re: scdm2 "Roundabout" [alpha] by Scorch_
Sorry about that, this map is for quakelive and I've changed the original post to reflect that as well.
- Sun May 17, 2015 6:51 pm
- Forum: ID Tech
- Topic: [QL] scdm2 "Roundabout" [alpha] by Scorch_
- Replies: 19
- Views: 9270
[QL] scdm2 "Roundabout" [alpha] by Scorch_
Scdm2 "Roundabout" is a medium size duel map for quakelive taking inspiration from the quakelive map T7 "Furiousheights". With this map I tried build on what I learned from my previous map while also taking it in a different direction using mostly curves instead of angels. http:/...
- Sun Mar 22, 2015 6:48 pm
- Forum: ID Tech
- Topic: scdm1 [alpha] by Scorch_
- Replies: 12
- Views: 8142
Re: scdm1 [alpha] by Scorch_
I definitely think you are right about the right side teleporter in rail room being to strong the reason I added it in the first place was to give the platform on the pillar in RL a reason to be there after I removed the jump pad from rail room (back when it was RA room still) since I thought it was...