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Topic Starter Topic: Re: Q3ct4

surfaceparm nomarks
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PostPosted: 12-21-2009 04:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Here is the log file:

http://cityy.explicits.de/uploads/maps/lightlog.log


Edit:

Seems like uploading broke the text-layout abit..

Code:
--- Light ---
Fast mode enabled
Lightmap filtering enabled
Ordered-grid supersampling enabled with 4 sample(s) per lightmap texel
Map has shader script C:/Programme/QuakeIIIArena/baseq3/maps/../scripts/q3map2_q3ct4.shader
entering scripts/shaderlist.txt
entering scripts/base_button.shader
entering scripts/base_door.shader
entering scripts/base_floor.shader
entering scripts/base_light.shader
entering scripts/base_object.shader
entering scripts/base_support.shader
entering scripts/base_trim.shader
entering scripts/base_wall.shader
entering scripts/common.shader
entering scripts/ctf.shader
entering scripts/eerie.shader
entering scripts/gfx.shader
entering scripts/hell.shader
entering scripts/gothic_block.shader
entering scripts/gothic_button.shader
entering scripts/gothic_door.shader
entering scripts/gothic_floor.shader
entering scripts/gothic_light.shader
entering scripts/gothic_trim.shader
entering scripts/gothic_wall.shader
entering scripts/liquids.shader
entering scripts/menu.shader
entering scripts/models.shader
entering scripts/organics.shader
entering scripts/sfx.shader
entering scripts/skin.shader
entering scripts/skies.shader
entering scripts/tech1soc.shader
entering scripts/dsi_textures.shader
Script file scripts/q3hh2.shader was not found
Script file scripts/q3hh4.shader was not found
Script file scripts/evil8.shader was not found
entering scripts/e7.shader
Script file scripts/ct.shader was not found
Script file scripts/ct2.shader was not found
Script file scripts/env.shader was not found
Script file scripts/ct3.shader was not found
Script file scripts/template.shader was not found
Script file scripts/solarae.shader was not found
entering scripts/andromeda.shader
Script file scripts/andromeda2.shader was not found
entering scripts/elbrus.shader
entering scripts/aecell_base.shader
entering scripts/aecell_floor.shader
entering scripts/aecell_sfx.shader
entering scripts/aecell_trim.shader
entering scripts/aecell_wall.shader
Script file scripts/tab_decal.shader was not found
     1563 shaderInfo
Loading C:/Programme/QuakeIIIArena/baseq3/maps/q3ct4.bsp
Loading C:/Programme/QuakeIIIArena/baseq3/maps/q3ct4.srf
--- LoadMapFile ---
Loading C:/Programme/QuakeIIIArena/baseq3/maps/q3ct4.map
entering C:/Programme/QuakeIIIArena/baseq3/maps/q3ct4.map
       44 light entities
--- SetupBrushes ---
     1892 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupSurfaceLightmaps ---
     3178 surfaces
     2519 raw lightmaps
       57 surfaces vertex lit
     3121 surfaces lightmapped
     2994 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
      127 patches lightmapped
       77 planar patches lightmapped
--- SetupTraceNodes ---
   106354 trace windings (26.78MB)
   197924 trace triangles (16.61MB)
    62380 trace nodes (3.81MB)
    31191 leaf nodes (1.90MB)
        3 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 64, 64, 128 }
    25641 grid points
--- CreateLights ---
WARNING: light at (632 136 268) has missing target
Sun: textures/skies/hellsky2
      223 point lights
        0 spotlights
      236 diffuse (area) lights
        1 sun/sky lights
--- SetupEnvelopes (fast) ---
      444 total lights
       16 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
63 x 37 x 11 = 25641 grid
   858404 grid points envelope culled
     6839 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (1)
  1029912 luxels
   594720 luxels mapped
    97125 luxels occluded
--- SetupEnvelopes (fast) ---
      444 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (6)
  1029912 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
    20228 vertexes illuminated
    20205 lights plane culled
   248121 lights envelope culled
        0 lights bounds culled
   850656 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...collapsing...sorting...allocating...storing...projecting...done.
   194763 luxels used
   196608 luxels stored (99.06 percent efficiency)
     1300 solid surface lightmaps
     1520 identical surface lightmaps, using 20569 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
       12 BSP lightmaps
       12 total lightmaps
      104 unique lightmap/shader combinations
Writing C:/Programme/QuakeIIIArena/baseq3/maps/q3ct4.bsp
Wrote 2.5 MB (2641016 bytes)
       11 seconds elapsed
Disconnecting
Connection closed.


Sorry for spamming :owned:



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PostPosted: 12-21-2009 05:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


You seem to have not added a line called "q3ct4" to your shaderlist.txt file, at least the compile does not seem to be loading a q3ct4.shader file, thus whatever you are editing in the shader is ignored by q3map2.

Just noted you do have this:
    Map has shader script C:/Programme/QuakeIIIArena/baseq3/maps/../scripts/q3map2_q3ct4.shader
... strange.




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surfaceparm nomarks
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PostPosted: 12-21-2009 05:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I cleaned up my shaderlist.txt.

New (proper)log:

http://cityy.explicits.de/uploads/maps/lightlog.txt

Edit:

C:/Programme/QuakeIIIArena/baseq3/maps/../scripts/q3map2_q3ct4.shader doesn't exist. :/

Gonna try to compile with radiant 1.4.



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PostPosted: 12-21-2009 06:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well the q3ct4.shader is now getting loaded for your light compile, so things should be starting to work...

It seems that C:/Programme/QuakeIIIArena/baseq3/maps/../scripts/q3map2_q3ct4.shader, is the default shader q3map2 tries to load, i.e. q3map2_[mymap].shader... you can probably ignore this shader, since your real shader is getting loaded.

Not sure if this is related but you might want to check the coordinates in-editor:
    WARNING: light at (632 136 268) has missing target
and check what it up with that light, possibly delete it and recreate it.




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surfaceparm nomarks
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PostPosted: 12-21-2009 07:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fixed the messed up light . Still doesn't work..



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PostPosted: 12-21-2009 08:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


OK, if you want, pack it all in a .pk3 ... and I'll take a look at things.




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Insane Quaker
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PostPosted: 12-21-2009 09:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Whoa, why are you trying to over-write id Software shaders?

pat wrote:
You can't actually edit the id Software shaders because they are write protected, but you can paste one into your own shader file and add the "surfacelight x" line, where x is the amount of light you want to emit.

Sorry I just tried to catch up on this convo. quickly so I might be missing something, but it looks like you just need to make your own unique shader. Put it in q3ct4.shader and call it textures/q3ct4/q3ct4water or something.




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surfaceparm nomarks
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PostPosted: 12-21-2009 10:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


***UPDATE - BETA 0.1***

Link: http://cityy.explicits.de/uploads/maps/q3ct4_b01.zip



Feedback:

- general thoughts about texturing attempts
- help with the water shader please :/

@ Pat:

Your feedback came just a second too late :S

You mean that I should just copy the water textures, rename them and then adjust my shader? I thought you were not allowed to redistribute IDs textures!?



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PostPosted: 12-21-2009 11:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm... what pat means is... you make a copy of the shader code id created, then give the shader a new name, and then edit it in the way you need.

Though re-distributing the id textures is not that "good", it can be done if you actually *need* to change those textures. Note though in your case, you would *not* change the paths to the original textures, since you like them as they are, you only change the shader that calls them.

For example the original id shader:

Code:
textures/liquids/clear_ripple1_q3dm1
{
      qer_editorimage textures/liquids/pool3d_3.tga
...
      {
         map textures/liquids/pool3d_5.tga
...
      }
...
}


would become something like this:

Code:
textures/q3ct4/water
{
      qer_editorimage textures/liquids/pool3d_3.tga
      q3map_surfacelight 600
      q3map_lightimage textures/q3ct4/watercolor.tga
...
      {
         map textures/liquids/pool3d_5.tga
...
      }
...
}


Rename shader, plus add code you want, *keeping* the editor image and the water texture image paths the way they are, since the need not be changed.

Since the id textures are part of Q3A you would *not* redistribute them, you could place the
watercolor.tga texture in the map .pk3 though, if you want. Note that you need not. This texture is used by q3map2 only during the light compile, once the .bsp file is compiled, Q3A no longer needs it in-game. watercolor.tga is an "editing file" if you like, only needed to create the .bsp file.




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PostPosted: 12-21-2009 11:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


I had not looked into the pk3 file, but what I wrote in the last post and what Pat said is valid: You have to rename the shader, and also correct (replace) the water texture names in your map (in-editor) to use *your* renamed shader.

    Rename
      textures/liquids/clear_ripple1_q3dm1
    in your q3ct4.shader to
      textures/q3ct4/water
    for example.

Update: Also rename the
    textures/tab_decal/tab_decal_cracks_c
to
    textures/q3ct4/tab_decal_cracks_c
to fix that crack shader. Presently the game loads only the image, thus the black texture on the central arena's floor.




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PostPosted: 12-21-2009 11:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


I know you are experimenting here, but I'm not much of a fan of an all-out gray map.




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surfaceparm nomarks
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PostPosted: 12-21-2009 12:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ok, I fixed the shader names - the water still doesn't send out light.

GTKradiant 1.5 has the option to display shader info for a texture (open texture manager select your texture and then click "view/shader info" in the menu bar). This info says that the water texture is "using" the "scripts/liquids.shader" - any ideas?

About the texturing: I started with red/orange concrete textures but it looked horrible - this may be caused by my uber awesome skills with GIMP :owned:



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PostPosted: 12-21-2009 12:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


You have to replace the old id water textures/shader names in your map. You can quickly test this... select any water face texture, then hit the S-key (Surface Inspector), there you can see how the water is named.

Save your current version, use a new version for the following replace step.

To replace the old water textures with the new, use the Textures menu, Find / Replace, this works very well under v1.4. Click in the Find box, then select the old water texture, the name should appear there, then copy/paste the new water shader name from your shader file into the Replace box. Uncheck the first two check boxes (only keep the "live updates..."), then hit Apply, and then OK. Now your map should be using the new water shader.




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surfaceparm nomarks
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PostPosted: 12-21-2009 01:25 PM           Profile Send private message  E-mail  Edit post Reply with quote




I am seeing the light :D

Thanks for your effort - again learned some things (:



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PostPosted: 12-26-2009 10:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
What theme are you trying to do? What style of architecture are the textures suppose to work with? Why post this in general screenshots when you have a thread dedicated to your map already! :eek: If you really want to understand how textures work then I highly recommend you start with creating something with a ID texture set first before trying something brand new. There are alot of lessons to be learn't from using an existing set.
For example: see how the horzontial/vertical lines in the textures are mostly on the editor grid so that they can work across brush/patch edges. See how the overall texture colour palette works together and do not look like a cranky steve disco collection. Work out how to solve large wall surfaces with texture detail, get use to a grid scale (16/32 trims, 128 blocks etc) Understand texture scaling across edges (0.35 scale across 45 degree surfaces) and texture alignment rotation tricks (27/45/63 angles).
My point being, if you spend time understanding how an existing texture set works, you will be in a a lot better position to understand how to create your own texture set next.


Quoting from the screenshot thread - tbh, I have no idea why I posted the shots there :owned:

This is gonna be urban styled - with some old industry elements... I hope I can realize it.
I am not creating all the textures for the map by myself - most of the textures are evil7/8, tabun's decals which I forgott to mention in the readme (I believe) - sorry for that gonna fix it with the next update :S - and your tech texture set. I am currently just messing arround with the usage of textures..



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PostPosted: 12-26-2009 10:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm... I have probably suggested that in a lot of maps - since I like to up the "happiness level" - but a blue sky may make the map less dreary. Or as an alternative, in keeping with the greenish lighting, use a detailed skybox by Hipshot (one of them was green).

The "real" textures really make the map interesting... hard to believe this used to be a AEcell textured orange map.




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PostPosted: 12-26-2009 11:04 AM           Profile Send private message  E-mail  Edit post Reply with quote




Just tried to add a custom skybox - as you see... it's dark. All the skybox textures are in "textures/q3ct4".

Shader:

Code:
textures/q3ct4/ame_emerald
{
   qer_editorimage textures/q3ct4/emeraldfog_ft.tga
   surfaceparm noimpact
   surfaceparm nolightmap
   q3map_sun 0.8 1.0 0.9 75 270 35
   q3map_surfacelight 50
   skyparms textures/q3ct4/emeraldfog - -
}



Had this problem with every skybox I wanted to add. Any ideas? :/



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This is not Æon!
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PostPosted: 12-26-2009 11:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Are you sure you have none conflicting shader names or, that you have actually the shader in the list...



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PostPosted: 12-26-2009 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy,
it might help to release another beta, then someone, or I will ;) take a look at your shader, naming etc... and try a test compile... this way it should be possible to fix things.




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PostPosted: 12-26-2009 11:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


You are missing a surfaceparm sky...



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PostPosted: 12-26-2009 11:28 AM           Profile Send private message  E-mail  Edit post Reply with quote




Hmm.. stupid mistake. Sorry for wasting your time - even though it wasn't much :toothy:



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PostPosted: 12-26-2009 11:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


This looks a bit strange...



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PostPosted: 12-26-2009 11:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good find Hipshot... I compared the shader with my own, and noted the missing parameter.

cityy
The green sky may not be as "fitting" as I had thought... but since you have a working skybox shader now, you can experiment with other skybox textures, if you like.

Tip: To test other skyboxes you only need to change the name in the shader, or rename the sky textures, that way you can quickly try 10-20 of them (no recompiles). Did that for AEdm7. Alas quite a few skyboxes may "look" good when previewing the textures, in-game they may then turn out to be less suitable.




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PostPosted: 12-26-2009 12:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


I just used this green skybox for testing since I already had it in my baseq3.
Nice tip AEon! Thanks (:

I would like to use a dark skybox - maybe even a night skybox. Maybe you guys can recommend one?
I am currently browsing the skybox collection uploaded at lvlworld - are there other sources for skyboxes?

Edit:

Currently using Hipshot's "grimm" skybox.



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Last edited by cityy on 12-28-2009 09:12 AM, edited 1 time in total.

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PostPosted: 12-26-2009 12:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Recently was looking for more skybox textures, did not really find any... since some of the classic sites seem to be down, e.g. Mighty Pete's. From the lvlworld skybox collection these might be interesting - concerning a dark/night skybox:
  • hip_grimm
  • hw_entropic
  • mp_boulder
  • mp_bromene

Though for an Italian setting a more bright/sunny skybox would be the more usual choice.

Update: Concerning grimm, thinking alike :toothy:




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PostPosted: 12-27-2009 11:07 AM           Profile Send private message  E-mail  Edit post Reply with quote






Still quite dark - started to experiment with a jump pad texture..



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Insane Quaker
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PostPosted: 12-27-2009 03:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Just out of curiosity, why did you give up on your initial Italy theme? This new one looks a little bland I think. I'm sure you could get a solid Italian vibe going if you spent some time working on textures and researching it.




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PostPosted: 12-28-2009 09:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ Pat: Hmm, I had no special reason.. I guess it was mood depending :)



My results from messing arround with Hipshot's shader - I hope it's ok if I use it further on?

Btw: Corrected a name spelling mistake from an earlier post - sorry for that one :(



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PostPosted: 12-28-2009 11:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Though the JP effect looks interesting, and fits the light the JP emits... it does look something out of Tron (or AEneon), and not really something that fits the more realistic rest of the map, IMO.

Alas, I can't come up with a better idea, but fan-driven JPs - used a lot lately - would fit the theme better, maybe.




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PostPosted: 12-29-2009 02:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, JPs aren't that realistic anyway and I had no real idea what todo with them.. IMO they fresh it up a bit :)



Added item spawn "marks" - again worked with Hipshot's Shader from SolarAE.



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PostPosted: 12-29-2009 03:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hope you are starting to turn everything that is not relevant for vis-blocking detail?

In the shot above... your cracked up wall, the planks, the bar cage "protecting" the JP users, the window frames/bars completely, your item spawns should they be made of brushes (also the JPs should they be brushes), all your side walks (just place one large structural brush under them all), the brushes you placed lamps on, any brushwork that is used as deco for the tubes (again only if they are brushes and not patches). Patches and ASE models are already detail so those are fine as they are.




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PostPosted: 12-30-2009 05:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hm, I always forgett about detail brushes.. worked on it.

I messed arround with sock's rockwall corridor tutorial (Thanks sock C:).
This is not q3ct4 - it is just a test map - tho I am thinking to make the area at the 25s (near RA) looking this way. What do you think?





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PostPosted: 12-30-2009 06:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


You seem to have bent the rock templates, and also extruded them a bit, you may also want to add more up/down movement to the brushes as well. The original rock template you used seems to be fine, you just need to add more variation in the rock wall. Feel free to extrude really large "bumps". You can always simplify them later via clip (player clip) brushes.

I am not completely sure, but you might like to try a bobtoolz / texture reset on the rock texture... there seems to be some stretching. This happens to me all the time, since I have texture lock turned on, so manipulating the rock brushes will automatically lead to weird texture offsets.

Careful with the floor ramping... this can look and play strangely if overdone. A different floor "rock" texture might also be a good thing to try.




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 01-30-2010 03:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Harddrive crash caused that I lost all files............ :(



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-30-2010 07:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Awww no! Well, I guess you can still download your beta and decompile. That should get you reasonably back to a point where you can continue working on this map again.



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