Aww I like symetry in a CTF.


As long as the two halvs (blue side and red side) are mirrored then the rest is cool.

Can't wait to give it a test play.

After using Doom 3 rad you wont go back to Quake 3. Models in Doom 3 levels are clipped straight away, you dont need to go back in and clip it all off. You can even assign a seperate, invisible surface thats lower poly, and use that as the clip. You only really need a brush work hull, basic in nature, for vis.dichtfux wrote:You mean you'd use only models for the whole map? Isn't it a pain in the ass to do that? All those collision issues, building a hull for it and stuff?
Does it pay off for stuff like normal corridors/buildings (read: not caves or stuff like that)?
I'm not 100% sure, i think so, but quake 3 supports vertex blending on models. In fact I'm pretty sure it does?Silicone_Milk wrote:this is quake 3 tech though
o'dium wrote:I'm not 100% sure, i think so, but quake 3 supports vertex blending on models. In fact I'm pretty sure it does?Silicone_Milk wrote:this is quake 3 tech though
The only thing stopping you making the same thing is clipping, which again I'm sure can be worked around.
That's probably because you need to add q3ctfptmwattro your shaderlist.txt file. The game sees the shaders correctly because they are included, but you have to tell radiant to use the shader file.Magnus wrote:Anyway I am getting a "shader not found" texture where your water should be as well as where a few clips of some kind and a few floor areas in Radiant.
It looks as though your textures for the water and some clips and floor textures are missing from the .pk3, but it seems strange because it looks fine ingame.![]()
Yeah I am not able to easily chop off any more distance in my map without drastic changes. Flag to flag 5760 units across. The midfield is 1344 units, which means 1472 units from flag room to midfield using a direct route (about 640 units from the flag to exit of the flag room). I realize that direct units don't translate into actual map speed. One thing I have noticed is that because there are no long corridors, it's hard to build up speed. There are a few places where you can get in 3 or 4 bunnyhops..Magnus wrote:Distance between the bases seems OK to me though play seemed a bit slow. Also it is about 2000 units longer than my last version and I was still hearing size reduction IIRC, but it could have been the version before last that I was getting size reduction. Now that I think about it I seem to remember that everyone was pleased with the size on my last version...finally.
that moth currently resides on the inside of my window blinds being baked by the sun. i'm not sure if he'll survive, or meet fate like most of the critters that try to live in my apartment. i haven't decided yet. i'll probably let him live and see if he can find his way to freedom.a13n wrote:@wattro
Speaking of moth, isn't it curious that when it is a larva, it has no poison and many people@southern China even eat it?
They say it contains nutrition as much as peanuts.
But as it grows up, it comes to be equipped with poisonous powder.
That sounds curious if it really affects the route decision.wattro wrote:I'm not sure if bots actually take into account falling damage, but I had hoped it would increase their comfort level with dropping down from heights.
She(He?) might lay in your ears while you are asleep.wattro wrote:i'll probably let him live and see if he can find his way to freedom.