Search found 41 matches
- Thu Jul 11, 2019 2:03 pm
- Forum: ID Tech
- Topic: -skyfix vs culling
- Replies: 3
- Views: 3973
Re: -skyfix vs culling
Thanks, guys. I've seen the black borders in Q3 with my old ATi/AMD card, but I'm on Nvidea now, which never had the bug -skyfix adresses. Ioquake fixes the bug even for AMD. I was told to use it here by Eraser a couple of years back. -skyfix Enables fix for buggy ATI GL_CLAMP behavior. Always use t...
- Tue Jul 09, 2019 12:18 am
- Forum: ID Tech
- Topic: -skyfix vs culling
- Replies: 3
- Views: 3973
-skyfix vs culling
Hello all, I have made a curious discovery. While optimizing a map I noticed that when running Quake 3 Arena with r_showtris 1, There was no culling happening, either from occlusion or my areaportals. Every goldarned triangle was drawing. After much experimentation, I narrowed it down to the -skyfix...
- Mon Aug 27, 2018 3:14 am
- Forum: ID Tech
- Topic: Moving trigger_hurt
- Replies: 9
- Views: 6285
Re: Moving trigger_hurt
If you search downthread to 2016, you'll see a map I posted called "Outrage.(an ancient version of it, anyway)" This has a func_button that goes to a trigger_hurt (among other things, via a trigger_multiple), which is set to start_off as well as toggle . It doesn't move, but it does at lea...
- Fri Sep 02, 2016 9:38 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Nice skybox, RojaN Returned! Where has that photo been taken? Thank you. I spent many hours online searching for something that would be convincing and matched the vision that I had, a couple more redoing the wraparound in Photoshop, and a couple days waiting with bated breath to hear back from the...
- Sun Aug 28, 2016 8:44 pm
- Forum: Programming Discussion
- Topic: Shader Editor aka "How to make IDE"?
- Replies: 3
- Views: 6163
Re: Shader Editor aka "How to make IDE"?
Boy is this necessary. Q3ase is invaluable, but clearly obsolete, buggy and has to be tricked into being useful at this point. Wish I could proffer mad coding skillz, but that's not where I am, sadly. Happy to be a tester, FWIW. Have you talked with Burt Peers? Seems pretty dead around here, so don'...
- Fri Aug 19, 2016 1:56 am
- Forum: ID Tech
- Topic: GtkRadiant 1.6.5
- Replies: 19
- Views: 21131
Re: GtkRadiant 1.6.5
Has bspc been pulled out of radiant's release? It's not in the main directory where it was for the 4/24/16 build. That version saved me, since the old 1.6.4 version wouldn't deal with my map after a certain point (ducks). Still using that version via a .bat file, but I'm scratching my head on this. ...
- Sun Aug 07, 2016 10:16 pm
- Forum: ID Tech
- Topic: curve patches and fog boundaries
- Replies: 0
- Views: 2194
curve patches and fog boundaries
Hi. I've been noticing that any patch that crosses the boundary of a fog brush looks glitchy, when viewed within the fog; a mix of z-fighting and displaying as if there were no fog between the viewer and the patch, while all surrounding geometry is properly obscured. I've worked around the problem b...
- Fri Aug 05, 2016 11:41 pm
- Forum: ID Tech
- Topic: sky hiccough
- Replies: 5
- Views: 4046
Re: sky hiccough
The original shader manual was written by a couple of developers who were at id Software while Quake 3 was under development. It's a good reference, but really old and outdated. A LOT of work was done both with GtkRadiant and Q3Map2 which added all sorts of new features. Many of these features are ...
- Wed Aug 03, 2016 6:18 pm
- Forum: ID Tech
- Topic: sky hiccough
- Replies: 5
- Views: 4046
Re: sky hiccough
Excellent, sst13! Thank you. Loops seamlessly now. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. That's from your link. This should be the LAST tcMod in a stage...
- Wed Aug 03, 2016 5:20 pm
- Forum: ID Tech
- Topic: sky hiccough
- Replies: 5
- Views: 4046
sky hiccough
This is an odd thing. When I look at this sky in q3ase, the animation loops smoothly, but in-game there is a visible jump when it loops. Here's the shader: textures/outrage/outskybox { qer_editorimage textures/outrage/outsky.tga surfaceparm noimpact surfaceparm nolightmap surfaceparm sky q3map skyli...
- Wed Aug 03, 2016 7:26 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Beta 3, FWIW https://www.dropbox.com/s/gaqkge0fgulwse5/outrage_b03.pk3?dl=0 Changes are many. Relight of much of the map, for higher key look. Even the sun is brighter (plus -skyfix, ht Eraser). Mood is retained for certain places, esp for traps. Added new room with YA to base level of command cente...
- Wed Aug 03, 2016 7:06 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Anyway, it seems that you got the editor under control! I see you map as a test-map, but thats not meant bad. ... EDIT:I love the Music, is it your own work? Spiderman 2001: "Back to formula?!!!" :mad: Thank you for taking the time to load the map and take a look. I take it that you mean ...
- Mon Aug 01, 2016 10:20 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
The GTKradiant "full final" goes in several passes, it seems. I need to understand better how to structure this if doing it multipass is truly advantageous, beyond what individual settings might do. Upon reading some of the docs, and looking at the GTKradiant "full final" comman...
- Sun Jul 31, 2016 6:54 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Yeah you can bspc a map without Vis or Light stages. The aas is generated without problems. As for firing up q3map2 with the correct options, try one of the many GUI interface available. I can recommend Quake Toolkit since I made it myself :D Thanks, Eraser. Looks like a fantastic collection of too...
- Sun Jul 31, 2016 3:37 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
I also see that my sky has a hairline of black at the joins not present in ioquake. Is this a known issue with skyboxes in vanilla q3? Yeah it's a known issue. You have an ATI/AMD gpu I bet? Thr ptoblem didnt show up on nVidia hardware. It's an issue with how Q3 clamps skybox textures. I think q3ma...
- Sun Jul 31, 2016 3:28 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
perfect lighting for "Doom 3" Yes, it's very moody. Dynamic lighting was always a disappointment in Q3 after firing rockets down corridors in Quake used to serve well to probe ahead, in Quake 3 you got nuthin. I may indeed end up porting this, but doing a Quake 3 map in Radiant was an old...
- Sun Jul 31, 2016 2:35 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
ioquakeravine.jpg quake3ravine.jpg Okay the plot thickens: I took some screenshots of the same parts of the map ioquake vs vanilla, and expected to be contrasting the super dark vanilla but no! The screenshots were over bright , not dark. As though the brightness slider is changing it at the higher...
- Sat Jul 30, 2016 11:21 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Okay i will try IOQuake, tested with q3a-vanilla. But alot of stuff looks very dark on my setup, maybe its really my display :( I downloaded the old Id binary for windows and loaded it up. No sound. The brightness seems bugged on my setup (Windows 7 x64), if you change the other settings it goes re...
- Sat Jul 30, 2016 3:10 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Thanks for testing.AndyW wrote:Okay i will try IOQuake, tested with q3a-vanilla.
But alot of stuff looks very dark on my setup, maybe its really my display
Try jacking the gamma in the Q3 system settings. Just a thought.
- Sat Jul 30, 2016 2:54 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Another day, another beta: (link removed; see top or bottom for latest beta) Changes were an expansion to space at the ground floor of the Power Plant, shrinking the baffle that the spinning elements on the jump ring go behind to eliminate collision, making the spinning drums more truly circular, an...
- Sat Jul 30, 2016 2:47 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Tested okay on both W7 and Yosemite. ioquake version from 15MAR16.
- Sat Jul 30, 2016 2:28 am
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
Cant see anything - pure darkness, did you linked the right file? Hrm. I dl'd from the link that I shared and the map loaded fine. I keep a "clean" version of ioquake3 going for testing, so there shouldn't be a dependency issue. Vanilla Quake 3 won't run on my current OS so I haven't test...
- Fri Jul 29, 2016 10:45 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
- Fri Jul 29, 2016 10:41 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
- Fri Jul 29, 2016 10:34 pm
- Forum: ID Tech
- Topic: Outrage: a new Quake 3: Arena map for testing
- Replies: 26
- Views: 17656
Re: Outrage: a new Quake 3: Arena map for testing
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