Q3 Forgotten Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

ooo very nice Hellfog. I really like the screenshots. When I get some time Ill be downloading the map to play around in =)

Awesome work man! *gives a thumbs up*
Hellfog
Posts: 21
Joined: Sun Nov 27, 2005 2:36 am

Post by Hellfog »

Thanks for all the coments again everyone. :D

Hopefully I'll have another beta soon. I may use a new skymap. Tweaking colours and fixing up the back of the map.
R. Tetzlaff
Posts: 50
Joined: Tue Mar 01, 2005 8:21 am

Post by R. Tetzlaff »

Me and some other guy posted replies here http://lvlworld.com/beta_comments.php?id=43
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Lukin wrote:Try q3map2 -skyfix and tutorial by Speedy.
It won't solve the problem perfectly though. The best way to rook out those lines is to create a sphere in third party 3d software, add a shader with moving clouds on it and insert the sphere to the map as a skyportal. Rgoer made a detailed tutorial about this, but unfortunately it disapperead with one of q3w forum crashes.
Link is in the Archives Sticky thread at the top of the forum listing.

The skybox seams problem occurs because Q3 is 'old' and was designed using an older OpenGL implementation. The 'correct' way to do it now is to use the GL texture clamp function, but that was designed well after Q3 was released. ATI cards have GL texure clamp enabled by default, but I think you can turn it off somehow. nVidia has it turned off by default but you can turn it on if you wish, through the software. (Edit: What Foo said...)
Hellfog wrote:Anyway, I tried using Kell's skyboxes and played around with shader light settings for a long time. It looks okay on my computer but the screenshots are really red. I may just go back to the default id sky map because I like the lighting it gives off.
In the sky shader, comment out any q3map_lightImage directives and add q3map_lightRGB R G B, where R G B = normalized colour values. So if you want a near white, slightly blue light, q3map_lightRGB 0.9 0.9 1.0

Read this:
http://members.lycos.co.uk/quakeroats/q ... er_manual/
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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