Search found 61 matches

by Black_Dog
Sun Jul 29, 2007 3:12 am
Forum: ID Tech
Topic: Fjo3tourney5 - Doggmeistr - Beta 1
Replies: 29
Views: 11552

:O
by Black_Dog
Fri Mar 16, 2007 12:27 am
Forum: ID Tech
Topic: ztn
Replies: 44
Views: 14655

by Black_Dog
Tue Mar 06, 2007 2:04 pm
Forum: ID Tech
Topic: Changing texture path for md3-model [solved]
Replies: 6
Views: 2684

Hmm, that q3map2 should be recent enough to work.

Maybe it needs to be "_remap01" and not "_remap". I honestly can't remember.
by Black_Dog
Tue Mar 06, 2007 3:12 am
Forum: ID Tech
Topic: Changing texture path for md3-model [solved]
Replies: 6
Views: 2684

Add a keyval "_remap" "originalShadername;remappedShadername"

If you need multiple remappings, use _remap01, _remap02, etc. I believe this needs a recent q3map2 to work.
by Black_Dog
Wed Feb 21, 2007 9:23 am
Forum: ID Tech
Topic: Model scaling problem
Replies: 2
Views: 1412

Regarding the head, check that all transforms are frozen/applied/baked in your 3d app. It's common for exporters to ignore transformations and just use simple vertex position data.
by Black_Dog
Sat Feb 17, 2007 6:20 am
Forum: ID Tech
Topic: Failed to load lower.md3
Replies: 3
Views: 2004

The vertex count in max will not be correct for a realtime application. Game engines typically have to split vertices in order to handle different materials, discontinuous uvs (ie, seams) and smoothing group boundaries. There is a good, in depth explanation at http://www.ericchadwick.com/examples/pr...
by Black_Dog
Mon Feb 12, 2007 1:02 pm
Forum: ID Tech
Topic: Q3A - brahms alpha
Replies: 22
Views: 6278

Whats the use of seperating faces >and< using lightmaps? Lightmap generation uses the same normals as vertex lit surfaces, so separating faces should help prevent smoothing artifacts from messing up your lightmaps. Of course, if you are getting nice lighting already there's nothing to worry about. ...
by Black_Dog
Sun Feb 11, 2007 6:55 pm
Forum: ID Tech
Topic: Q3A - brahms alpha
Replies: 22
Views: 6278

The vertex lit, split faced model looks the most right to me. There's still some wierd shadowing happening on the panels, but that's one of the downsides of q3's vertex lighting model. The other thing you could do is use split faces and lightmap it with a fairly high lightmapscale. That (should) loo...
by Black_Dog
Sun Feb 11, 2007 10:22 am
Forum: ID Tech
Topic: Q3A q3map_normalimage
Replies: 4
Views: 2650

One thing you might try is painting/baking multiple versions of a texture with different lighting, and place/blend those to fake surface shading (perhaps with highres lightmaps to take care of the tricky spots?). Of course, that would be technically difficult and a crapload of work, and lightmap sha...
by Black_Dog
Sun Feb 11, 2007 10:06 am
Forum: ID Tech
Topic: Q3A - brahms alpha
Replies: 22
Views: 6278

Nice texture, but the in game shot shows smoothing artifacts on the model (the lopsided dark triangle on the top beam, for instance). If you are exporting models from Blender you'll have to split some faces in order to get even vertex lighting, since smoothing information isn't exported correctly.
by Black_Dog
Mon Jan 29, 2007 8:29 am
Forum: ID Tech
Topic: getting maps from blender to gtkradiant
Replies: 8
Views: 9603

Model import doesn't work like that in q3 or d3. Texturing needs to be done by assigning materials and editing uvs in the 3d app. That data is then exported part of the model file and can't be edited from within radiant.
by Black_Dog
Mon Dec 04, 2006 9:20 am
Forum: ID Tech
Topic: Q3 - Smoother shading on edges?
Replies: 15
Views: 5506

Models will be vertex lit by default. You lightmap them by compiling with -meta and adding the keyval "spawnflags n" (n=2, lightmapped; n=6, lightmapped and autoclipped) to your model entity.
by Black_Dog
Sat Nov 11, 2006 10:06 am
Forum: ID Tech
Topic: procedural textures
Replies: 13
Views: 2686

I'm serious. They look fake and bad, totally lack in style, and apart from one or two trivial examples fail at looking much like any kind of real surface. This is exactly the kind of cheap bullshit that can makes CG and games look so crap.

:icon13:
by Black_Dog
Sat Nov 11, 2006 3:15 am
Forum: ID Tech
Topic: procedural textures
Replies: 13
Views: 2686

I'm sorry, but those textures are terrible. Ugh.
by Black_Dog
Tue Oct 31, 2006 4:38 pm
Forum: ID Tech
Topic: Fog in Quake 4
Replies: 5
Views: 1787

Select your fog light, add keyval shaderparm3 [maxFogDistance].
by Black_Dog
Mon Oct 30, 2006 1:36 pm
Forum: General Discussion
Topic: British smiles
Replies: 43
Views: 4238

It's age. And cigarettes.

EDIT:
obscure red nut
Betelnut?
by Black_Dog
Sat Oct 28, 2006 2:01 am
Forum: ID Tech
Topic: Deform In Quake 4...?
Replies: 6
Views: 2234

That has got to be wrong - you can see the vertexes moving on a deform flare quad.
by Black_Dog
Fri Oct 27, 2006 4:46 pm
Forum: ID Tech
Topic: Deform In Quake 4...?
Replies: 6
Views: 2234

Changing tangents aren't a problem anywhere in d3 that I know of. Anyway, check out http://www.iddevnet.com/doom3/materials.php - there is a section there which lists the deform functions and their syntax.
by Black_Dog
Thu Oct 19, 2006 5:36 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5345

But you can export and import them back in should you need to do any manual lightmap editing. I've done this a few times, and as you clearly know it's not useful for increasing lightmap size. Otherwise, if you use lightstyles, external lightmaps are generated. You know, I didn't think of that. I mi...
by Black_Dog
Thu Oct 19, 2006 5:27 pm
Forum: ID Tech
Topic: Texturing curves and caps...
Replies: 25
Views: 6503

I had to change the settings on my logitech to get mouse3 to work for everything. I can't remember from what to what, though.

Er, worth a try.
by Black_Dog
Wed Oct 18, 2006 1:18 am
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5345

If Q3Map2, you can use external lightmaps
Er, how exactly? You can certainly export external lightmaps, but I can't figure out how to actually use one in q3 (iirc these are useful for rtcw/wolf:et but not vq3).
by Black_Dog
Tue Oct 17, 2006 7:16 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5345

Q3 lightmaps are limited to 128*128, which means that a large or densely lightmapped level is going to have quite a few. That leads to the sort of problems you are having, as well as being bad for performance. There's not all that much you can do other than to minimise texture variety and lightmap u...
by Black_Dog
Wed Oct 04, 2006 4:22 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118986

I get exactly what he means, and I think in that shot it's all down to lighting. I don't mean the surface interaction stuff, but the actual large scale lighting of the scene. Almost everything in that shot is either fully sunlit or fully ambient, with no pleasant transitions between the two values. ...
by Black_Dog
Sun Sep 10, 2006 6:49 pm
Forum: ID Tech
Topic: Clip a Patch Mesh ?
Replies: 11
Views: 3104

That's not necessary. -patchmeta alone will "bake" patch geometry into the bsp, and it won't be affected by lod.
by Black_Dog
Sun Aug 13, 2006 8:56 pm
Forum: ID Tech
Topic: Did a low poly model of R2D2 because I was bored...
Replies: 5
Views: 2086

Yeah, no lighting? It's not finished without highlights, shadows, etc. Seems slightly grainy for plastic, too - maybe a bit less "dirt overlay" and a few careful bumps and scrapes in the right spots would help that.

Proportion, colour choice etc seems good though.