Search found 19 matches
- Sat Feb 11, 2017 1:57 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Also, for the tribune. Try to make it look more like stairs, not ramp. Try to get inspiration from this image: http://www.fox-trade.eu/WebRoot/Store6/Shops/17310022/52DC/F62C/7B24/7106/BD39/C0A8/2BB8/5B2E/Tribuene_preiswert_m.jpg I don't want you to do exact copy of the tribune above, but only give...
- Fri Feb 10, 2017 1:02 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0089_zpsdpgndhaz.jpg Moving right along! I figured out how to add decals and separate face textures! I just Ctrl-Shift-Left Clicked faces, and assigned textures to them, plus I made the RSR Frag Tour logo appear only on one side, and threw in...
- Sun Feb 05, 2017 2:58 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Decals? If that means that the logos can only appear on the front and the back of the obstacles, that will be good. Please tell me more!obsidian wrote:I think you should use decals for the text.
- Sat Feb 04, 2017 5:41 am
- Forum: Technology & Troubleshooting
- Topic: Odd.
- Replies: 1
- Views: 3597
Odd.
Tonight, I wanted to test a pk3 to see if it'll work with anyone's Quake 3, so I created a clean install, called C:\Program Files\Q3 Clean Install. I restarted my computer, gave myself permission to write in that folder, and turned on Run as Administrator with Windows XP SP3 Compatibility mode. The ...
- Fri Feb 03, 2017 5:47 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Here's some updated textures. Yeah, I stuck with my logos on the obstacles, but used your cloth textures as the base: The blue side's stuff: http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0076_zpse6icupxv.jpg The red side's stuff: http://i1013.photobucket.com/albums/af254/Slimyscaly/shot00...
- Fri Feb 03, 2017 12:02 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Very early releases are often called Alpha releases (to distinguish between Beta releases, which only require some minor tweaks, but Alpha releases are mainly under heavy development and require pretty much more attention to construction and features than Beta, which rely on visuals and detailing m...
- Thu Feb 02, 2017 9:31 pm
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Yeah, thanks for the textures! I'll still use my own text (RSR, Jump!!, etc) on them, and change their hue. It's still in its early stages, but I might release a public beta for you guys to try out.
- Thu Feb 02, 2017 5:08 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
I've done some more updating for Round One of the RSR Frag Tour. The overall stadium looks better: http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0071_zpscfzi8mv5.jpg Here's what the matches look like from the stands: http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0069_zpsfme6him...
- Wed Feb 01, 2017 7:28 pm
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
I'm coming along so far! I'm not done yet, I'll add some more detail to the bleachers. But in the meantime, I adjusted a few things: http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0058_zpskntljgdj.jpg I made a city skyline in the background, some trees (look kinda crappy because they have ...
- Wed Feb 01, 2017 5:25 pm
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Re: Daveybird's WIP Map Thread
Looking forward. This looks very empty, you definitely should add more details to the map :) At least surround the grass with something (maybe complete the stadium building, add depth to the stadium building, not only few plates with grainy texture onto it, actually build the stadium as it really l...
- Wed Feb 01, 2017 3:26 am
- Forum: ID Tech
- Topic: Daveybird's WIP Map Thread
- Replies: 21
- Views: 16786
Daveybird's WIP Map Thread
I'm working on a series of stages called "Frag Tour." The idea is to have a professional paintball-style stadium with Quake 3 rules. Good for team play. http://i1013.photobucket.com/albums/af254/Slimyscaly/shot0002_zps9es0vzqh.jpg As you can see, it's in a High School-style stadium, with t...
- Mon Jan 30, 2017 8:23 pm
- Forum: Technology & Troubleshooting
- Topic: Quake 3 Character Creation
- Replies: 8
- Views: 10043
Re: Quake 3 Character Creation
Quake Live can be customised pretty well (now when it's a standalone paid for download from Steam), you just have to register in the game for a fixed nickname, which can't be changed then (only customised the colors of your nickname). But you can download and install new maps, models, assets, textu...
- Mon Jan 30, 2017 8:21 pm
- Forum: ID Tech
- Topic: New Level Won't Show Up in Select Screen
- Replies: 0
- Views: 4868
New Level Won't Show Up in Select Screen
Hey, so I finally managed to make my own map. It was just a test stage, and I wanted to practice finalizing it, by attempting to make it show up in the map selection screen. However, it does not show up. It does work, as when I type it in on the console, it loads it, but it just doesn't show up in t...
- Mon Jan 30, 2017 12:45 am
- Forum: Technology & Troubleshooting
- Topic: Quake 3 Character Creation
- Replies: 8
- Views: 10043
Re: Quake 3 Character Creation
Don't simply reuse animation.cfg from another character, you must tweak it to correspond it with YOUR model. So you must look where certain animation fragment starts and where it ends. It's related to frames (not timestamps), so switch your timeline to display frames instead of time. Then select ri...
- Sun Jan 29, 2017 3:14 am
- Forum: Technology & Troubleshooting
- Topic: Quake 3 Character Creation
- Replies: 8
- Views: 10043
Re: Quake 3 Character Creation
Okay, so now I've got some animation issues. My character uses incorrect animations. Like now, it uses the jump backwards animation for his idle animation. I'm using a default Doom animation.cfg.
EDIT: I managed to get it to work via swapping the frames.
EDIT: I managed to get it to work via swapping the frames.
- Sat Jan 28, 2017 8:36 pm
- Forum: Technology & Troubleshooting
- Topic: Quake 3 Character Creation
- Replies: 8
- Views: 10043
Re: Quake 3 Character Creation
Yeah, I figured out how to make tags using cube primitives, and it worked. Now onto positioning them correctly...
- Sat Jan 28, 2017 8:35 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Character Tag Making
- Replies: 2
- Views: 4083
Re: Character Tag Making
Whoops, sorry. I'm a n00b, lol!
- Sat Jan 28, 2017 2:19 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Character Tag Making
- Replies: 2
- Views: 4083
Character Tag Making
Hey, I'm new to Quake 3 modding. I think I've got vertex animation and MD3 exporting down, with 3DS Max 2013. However, I try to make points, name them tag_head, tag_torso, and tag_weapon, make them the head and torso's children, and export selected as an MD3 with them, exporting the head, upper, and...
- Sat Jan 28, 2017 3:09 am
- Forum: Technology & Troubleshooting
- Topic: Quake 3 Character Creation
- Replies: 8
- Views: 10043
Quake 3 Character Creation
Hey guys! I've been playing a little Quake 3 here lately. My dad, Malpractice over here, got me started in Quake 3 Arena back in Holiday season 2002, but I have traditionally been more of a Sim Racing Modder. I'm planning on making some characters and levels. So far, I've successfully exported my MD...