Search found 18 matches

by KENNITHH
Sat Jan 12, 2019 1:09 pm
Forum: ID Tech
Topic: GtkRadiant 1.6.6
Replies: 9
Views: 10388

Re: GtkRadiant 1.6.6

Hey nice job, I love seeing updates on GTK Radiant eventhough I rarely use it nowdays.

One question though, what would be the reason my numpad doesn't change the grid anymore?

Note I'm using an azerty keyboard, it used to work last times I've used radiant.
by KENNITHH
Sun Mar 05, 2017 10:23 am
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues

:alert: Thank you guys for helping me out, I really really apreciate it :alert: On the outside of the wall it looks like this (got a feelings the wall is too thin, 16units): [lvlshot]http://i.imgur.com/aDlvpsB.jpg[/lvlshot] The skybox is not one big skybox, its made per-area to improve performance a...
by KENNITHH
Fri Mar 03, 2017 10:45 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues

I have to say that sounds very interesting really. So for instance the wall I had light leaks on, I could make a big caulk wall over the 5 parts wall (border-wall-border-wall-border), make the 5 walls detail and make the caulk "z-fight"? And basicly do this over the whole map. I thought I ...
by KENNITHH
Wed Mar 01, 2017 8:37 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

EDIT: I guess I have solved my own question but maybe theres another better way as it's not ideal (for this map) as it shows differences in the brushes next to them? I do not know... I made a part of that area func_group and added _lightmapscale 0.75 like in the worldspawn Hey Obsidian, I took your...
by KENNITHH
Sat Feb 25, 2017 12:06 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

Very interesting stuff there Obsidian ! I've read countless of tutorials about hint-skipping and optimization from various Q3 engine games but I never completely understand them but these sites cleared up some things, I thank you for that. For example you should build your map according to the block...
by KENNITHH
Fri Feb 24, 2017 7:58 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

Sorry for my late response but I've been pretty busy lately with personal stuff (medical , nothing too serious). Would be great if you could port it to Quake3 ! And I believe once it's released, TrueCombat Elite will most likely release it aswell with some adjustments which I dont mind tbh, it can a...
by KENNITHH
Thu Feb 16, 2017 3:15 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

I must say that without -fast and -fastbounce doesnt make that much of a difference, until you get closer and actually notice the difference, so yeah I like it, thanks for that ! And thanks for the compliment CZghost :D and yeah it will definitely be a playable map. Atm on the most intense spot I ha...
by KENNITHH
Wed Feb 15, 2017 11:40 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

Ok so I tweaked the settings a bit more and I must say I'm very pleased with the result. More suggestions about stuff is always welcome as I might tweak the light again at the final compile. Talking about the final compile, I found the image again someone posted about -fast in the Light stage. I mig...
by KENNITHH
Wed Feb 15, 2017 3:24 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

Try to add "-filter" to your light stage compile line. This will filter (anti alias) your lightmaps and takes "no" additional compile time. So I should use it in combination with -samples and ignore what Q3Map2 Wikibooks says? Applies a gaussian blur to lightmaps, smoothing out ...
by KENNITHH
Wed Feb 15, 2017 12:16 pm
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

Re: [SOF2] MP_ZIBA Sky and Compile issues

The sky shader is 99% from AndyW and Lunarans lun3dm5 map. I tested some sky shaders after mine was kinda plain and boring and this ones color looked pretty neat so I stayed with it for now until I manage to get the same kind of light color with only 1 sun. So I tested the things you suggested and t...
by KENNITHH
Wed Feb 15, 2017 1:17 am
Forum: ID Tech
Topic: [SOF2] MP_ZIBA Sky and Compile issues -and additional issues
Replies: 20
Views: 19529

[SOF2] MP_ZIBA Sky and Compile issues -and additional issues

Recently I've continued working on my old Ziba map (remake from Battlefield 3) for Soldier of Fortune II - Double Helix which I'd really love to finish as it's been in development for over 3 years now. [lvlshot]http://i.imgur.com/sLcmIzU.jpg[/lvlshot] Pictures of my compile: http://imgur.com/a/QG0UL...
by KENNITHH
Wed Mar 02, 2016 7:45 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

Alright, thanks Hipshot, obsidian and AndyW, i'll just stay with 16 then
by KENNITHH
Tue Mar 01, 2016 5:32 pm
Forum: Technology & Troubleshooting
Topic: Alpha Blending NVIDIA issue?
Replies: 2
Views: 4325

Alpha Blending NVIDIA issue?

A similar topic is going on on the JKhub forums but I think it would be more clever to start a thread here as there are more of the hardcore devs around here. So I met this guy on Soldier of Fortune II a while ago and he tested something which looks neat but it doesnt work on NVIDIA cards somehow. I...
by KENNITHH
Mon Feb 29, 2016 4:23 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

@Hipshot, mainly because I read the compiler improves the use of ASE models somehow and I'm all in for that as I always wanted to make some kind of forest like the CODUO maps (first level of SP). And as a mapper I like to try around with commands. In this case floodlight and exposure. If I knew it h...
by KENNITHH
Sun Feb 28, 2016 8:57 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

Apparently I cannot make a new thread. So I'll do it here, when I compile my same map as seen in the previous pic with FS_20G, I get WARNING: GeneratePermanentShader - MAX_SHADERS hit, and I get missing textures ingame. Is it because it isnt meant to work for SOF2 or ? Q3MAP2 2.5.16 works fine http:...
by KENNITHH
Sun Feb 14, 2016 3:59 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

@obsidian, thanks for that , it really refreshed my knowledge of it.

Here's my latest beta version of Ziba Tower remake for SoF2. Let me know if you find any bugs, or would do things differently

If you want to take a look at the .map, pm me

https://www.dropbox.com/s/t6p2nv69j4ut2 ... a.pk3?dl=0
by KENNITHH
Sat Feb 13, 2016 11:12 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

@Dangel, do you mean at the bottom of the picture where the wood would go to the pool? There's actually a pool there but it's not visible here ^^ @Hipshot, that would be great ! I'm currently trying to add as much props as possible for this evening (19 GMT) as there's a server thats gonna put my map...
by KENNITHH
Fri Feb 12, 2016 9:09 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3286005

Re: Screenshots

Why haven't I found this site before, it's amazing so talented people are still mapping for Q3 engine and even some of my mapping idols are here :eek: I'm currently working on my biggest project yet visually but now that I bumped into q3map_fs_20g , it might the way I wanted the map to be, eventhoug...