Search found 19 matches

by Tyrantworm
Tue Jun 26, 2007 5:17 am
Forum: ID Tech
Topic: botclip
Replies: 8
Views: 4227

aas

well, the bot clip did what I wanted it to do. I have places in the map that bots just don't need to know about, so, I wanted the compiler to ignore these areas where the bots were concerned. the botclip took my aas from 17mb to 6mb, so, that's a win for me. the only issue i'm having now is, when I ...
by Tyrantworm
Tue Jun 26, 2007 12:25 am
Forum: ID Tech
Topic: botclip
Replies: 8
Views: 4227

clipping

ok, so I have drilled into my head that brush overlap is very very bad. I guess I got that in the sense of not being a sloppy mapper. you are saying that I can just draw big boxes of clip and all is fine. won't hurt compile times....somehow I got the idea that brush overlap increased compile times.....
by Tyrantworm
Tue Jun 26, 2007 12:15 am
Forum: ID Tech
Topic: botclip
Replies: 8
Views: 4227

botclip

i'm putting down some botclip and am wondering, if I cover the entrance to an area that I don't want bots to go, then I shouldn't have to put botclip in the actual area, correct? also, if an area is only reached through a teleport, then if I bot clip in and around the teleport entry, I shouldn't hav...
by Tyrantworm
Tue Jun 19, 2007 3:18 am
Forum: ID Tech
Topic: weapon weirdness
Replies: 7
Views: 2459

entities

entities. I reduced em, that fixed it.

gracias
by Tyrantworm
Tue Jun 19, 2007 2:08 am
Forum: ID Tech
Topic: weapon weirdness
Replies: 7
Views: 2459

entity rule

yep, I think I broke the entity rule (1079). I added some target speakers, that's when all went hay wire. I'll reduce and see if that fixes anything. you folks are going to laugh your asses off when i post this. 7 years in the making. it's the first map I started. It represents a whole lot of learni...
by Tyrantworm
Mon Jun 18, 2007 1:32 am
Forum: ID Tech
Topic: weapon weirdness
Replies: 7
Views: 2459

weapon weirdness

ok, so I am into my final compiles on a map i've been working on. just fixing little stuff. after the last 2 compiles, my weapons don't show when they shoot. what I mean is, when I shoot my rockets, I don't see my rockets fly out from the launcher and they don't hit anything, however, if I shoot the...
by Tyrantworm
Sat Jun 16, 2007 2:11 am
Forum: ID Tech
Topic: no light
Replies: 6
Views: 2222

weird

turns out, light was compiling. the issue was skull4 was putting out so much light on the walls, that it was washing out the entire enclosure.

very strange.
by Tyrantworm
Fri Jun 15, 2007 5:17 pm
Forum: ID Tech
Topic: no light
Replies: 6
Views: 2222

shader work

this might require some shader work. I wouldn't be able to just skybox the one room, well, perhaps I could. my pathways don't have to be accessible. hmm. I am also having shader issues in other areas. weird ones. I have 4 textures in the same shader, each with the same properties and only 1 works ri...
by Tyrantworm
Fri Jun 15, 2007 5:08 pm
Forum: ID Tech
Topic: no light
Replies: 6
Views: 2222

rooms connected

so, currently, the rooms I have are just placed out there in the grid and there is no encompassing box around all the rooms, each room is self enclosed against the void. are you saying if I bring my rooms close so that the brushes connect in some way, that that would solve my problem? see, and I fai...
by Tyrantworm
Fri Jun 15, 2007 5:02 pm
Forum: ID Tech
Topic: Continuing map geometry in a _skybox
Replies: 11
Views: 4728

interested

I am quite interested in this technique. I am, however, tragically visual. would it be possible to post some pics of what you are talking about? I am particularly interested in seeing these attenae and how you would use the skybox portal instead of raising the "ceiling" -if you will- on th...
by Tyrantworm
Fri Jun 15, 2007 4:55 pm
Forum: ID Tech
Topic: no light
Replies: 6
Views: 2222

no light

has anyone ever experienced this? I have a map that has 5 enclosed rooms-meaning the only way to get to them is through a trigger_teleport. when I compile the map, only one room doesn't light. all other rooms light but the one room looks like a map compiled with no light. I am at a loss, this is a r...
by Tyrantworm
Fri Jun 15, 2007 3:40 am
Forum: ID Tech
Topic: setting global sound
Replies: 3
Views: 2355

ok, got it

actually, if I'd just read the manual. duh.

found the worldspawn section.

it works, it's alive, it's alive.
by Tyrantworm
Fri Jun 15, 2007 3:00 am
Forum: ID Tech
Topic: setting global sound
Replies: 3
Views: 2355

setting global sound

how do you set global sound so that music plays everywhere in the map.

target speaker aint it.

I did a forum search, not very helpful.

anyhow, any help would be nice.

gracias
by Tyrantworm
Fri Jun 15, 2007 12:00 am
Forum: ID Tech
Topic: gtk1.5 crashing
Replies: 2
Views: 2985

gtk1.5 crashing

anyone have issues with gtk1.5 crashing?

when i go to save a map, it crashes and takes 3/4 of my map with it.

is it an unstable version generally?
by Tyrantworm
Mon Jun 11, 2007 5:29 am
Forum: ID Tech
Topic: gtk radiant 5 3d window
Replies: 4
Views: 3744

good to be back

yeah, it's good to be back. I've been in grad school for 5 of the last 6 years getting 2 degrees.....bleh. anyhow, i'm back and I am going to finally finish the first map I started 7 years ago. i need to get it out and completed. "like a splinter in my mind, driving me mad." thanks for the...
by Tyrantworm
Sun Jun 10, 2007 6:48 pm
Forum: ID Tech
Topic: gtk radiant 5 3d window
Replies: 4
Views: 3744

gtk radiant 5 3d window

hey all, after a long time away, I am returning to build maps. I just installed radiant 5. had a bit of trouble with textures showing up, downloaded the gamepack and that fixed everything up but I am having a problem with the 3d window. as I move through the window, it's gray until I get close to so...
by Tyrantworm
Wed Jun 07, 2006 1:50 am
Forum: Programming Discussion
Topic: using Q3 source
Replies: 6
Views: 4603

using Q3 source

does anyone know of any good tuts or explaination for using Q3 source code to create a game?

I can dig into the files and probably figure stuff out but it'd be nice if there were something out there to kind of get a start in understanding the source files and how they work.

thanks
by Tyrantworm
Sun Apr 09, 2006 2:22 pm
Forum: Announcements
Topic: Custom Icon Requests
Replies: 975
Views: 394946

Icon

Icon: Image

Rank: Kwisatz Haderach

Thanks
by Tyrantworm
Sun Apr 02, 2006 7:42 pm
Forum: ID Tech
Topic: looking forward
Replies: 2
Views: 1420

looking forward

hey all, I'm back after a long time gone. I needed a hobby again and this is what I loved doing. Never produced anything to speak of, but I'm hoping that changes this time round. I have one map that i've worked on and off for 3 years. going to finish it. several years ago, I worked with a guy to get...