Search found 83 matches

by Quack
Wed Aug 15, 2012 5:21 pm
Forum: ID Tech
Topic: Feedback Threads - Posting Advice
Replies: 5
Views: 22237

Re: Feedback Threads - Posting Advice

Thank you cityy >:)
by Quack
Sat Aug 04, 2012 11:17 pm
Forum: ID Tech
Topic: antiportals
Replies: 22
Views: 17248

Re: antiportals

antiportalTest.pk3 File contains working map, bsp & aas file. Single structural hulll 2048x2048x576, everything else is detail brushes, antiportal, skip or hint. Added a few entities and spawns so you can test with a bot. It seems like the antiportals can be further optimized with proper placem...
by Quack
Sat Jun 02, 2012 12:41 pm
Forum: ID Tech
Topic: GtkRadiant 1.6.2 (Stable Release)
Replies: 38
Views: 39424

Re: GtkRadiant 1.6.2 (Stable Release)

Thanks phantazm11! I looked under Mapped Commands and didn't see this command
by Quack
Fri Jun 01, 2012 1:26 pm
Forum: ID Tech
Topic: GtkRadiant 1.6.2 (Stable Release)
Replies: 38
Views: 39424

Re: GtkRadiant 1.6.2 (Stable Release)

In 1.5 you could select multiple func_groups by clicking a single brush from each group, then you could select all the groups at the same time by pressing CTRL + ALT + E. Now 1.6 only allows you to select one func_group with the G key instead, even if you select more than brush from a different grou...
by Quack
Thu May 19, 2011 8:49 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 827
Views: 788247

Re: Here's a wild idea: EntityPlus

If you create a misc_model that contains the shader that will be reset, you can use _remap and it will reset the shader when a map_restart is called. _remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a s...
by Quack
Sun Feb 20, 2011 5:57 pm
Forum: ID Tech
Topic: What are reasonable r_speeds?
Replies: 18
Views: 6873

Re: What are reasonable r_speeds?

You should also take into consideration how well the map performs with the recommended number of players for that map. You could have a map that averages 10k tris for 1v1 or 8-16 players. When the map is actually at full capacity, the overdraw from smoke and blood, plus all of the characters and wea...
by Quack
Thu Dec 09, 2010 12:17 pm
Forum: ID Tech
Topic: Up to 8 frames animated shaders, without using animMap..
Replies: 17
Views: 9623

Re: Up to 8 frames animated shaders, without using animMap..

I've never seen this bug myself so I'm not sure if this would work. If you use a triggerable shader and change to a shader with an animMap, the animMap will reset to the first frame of the animMap's sequence. If you make the level reset the animMap's shader with a triggerable shader when the level r...
by Quack
Tue Aug 31, 2010 3:42 pm
Forum: ID Tech
Topic: Specs for quake 3 .map file format?
Replies: 19
Views: 11943

Re: Specs for quake 3 .map file format?

For the 0 7 0. I know the first 0 changes to 134217728 if a brush is detail.
by Quack
Sat Aug 28, 2010 8:59 pm
Forum: Programming Discussion
Topic: MAX_SHADER_REMAPS
Replies: 2
Views: 2318

Re: MAX_SHADER_REMAPS

No, I am not at the limit yet. I would like to know how many remaps, if any, the default or modded versions of quake3 use. And then start adding custom remaps using targetShader & _remap to see how fast this limit would be hit. I don't know a lot about programming for q3 and I don't have the res...
by Quack
Sat Aug 28, 2010 6:20 am
Forum: ID Tech
Topic: Shader swapping and lightmap swapping?
Replies: 13
Views: 6175

Re: Shader swapping and lightmap swapping?

You can mimic a flickering effect without using lightstyles. Change the rgbGen identity of the lightmap stage to a desired waveform with whatever settings you want. This will work with shaders that use a regular $lightmap stage, or a precompiled lightmap stage. I'm guessing you can also add an alpha...
by Quack
Sat Aug 28, 2010 3:44 am
Forum: ID Tech
Topic: Shader swapping and lightmap swapping?
Replies: 13
Views: 6175

Re: Shader swapping and lightmap swapping?

A lightmap is just a compressed image that is resized and placed over the texture. You could use q3map2 to make an external lightmap and write your own stage that uses that precompiled lightmap for the dark version of the shader. This way, the lightmap is precompiled and you can use photoshop to edi...
by Quack
Sat Aug 28, 2010 2:51 am
Forum: ID Tech
Topic: Shader swapping and lightmap swapping?
Replies: 13
Views: 6175

Re: Shader swapping and lightmap swapping?

I have considered how to achieve an effect like this a long time ago but I've never tried it. Let's say you have a light that illuminates a room. You can have a small invisible button or door that has to take damage to be activated. This trigger will be the same size as the visual representation of ...
by Quack
Fri Aug 27, 2010 11:38 pm
Forum: Programming Discussion
Topic: MAX_SHADER_REMAPS
Replies: 2
Views: 2318

MAX_SHADER_REMAPS

g_utils shows definition for this, #define MAX_SHADER_REMAPS 128 Can you give me any basic information about remaps via targetShader or _remap? What does 1 remap count as? If you take shader1, then change shader1 to shader2, then change shader1 (remapped as shader2), to shader3. Is this considered o...
by Quack
Fri Aug 27, 2010 10:05 pm
Forum: The Void
Topic: Trick bike
Replies: 10
Views: 1714

Re: Trick bike

OMG! They should mount a video camera on his helmet
by Quack
Thu Aug 26, 2010 8:14 pm
Forum: General Discussion
Topic: i'm quitting cold turkey today!
Replies: 65
Views: 10187

Re: i'm quitting cold turkey today!

cold turkey, wild turkey, then no turkey
by Quack
Wed Aug 25, 2010 9:12 pm
Forum: ID Tech
Topic: The Lost Hallways Beta (formerly known as Castle of Hell)
Replies: 123
Views: 49147

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

@obsidian Thank you for updating the link and providing a link to the examples about Light Emitting Shaders. @Dessicated corpse Read the post that obsidian posted about Light Emitting Shaders, this is very helpful. The change from q3map_surfacelight & q3map_skylight will look similar depending o...
by Quack
Wed Aug 25, 2010 6:54 pm
Forum: ID Tech
Topic: The Lost Hallways Beta (formerly known as Castle of Hell)
Replies: 123
Views: 49147

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Try replacing q3map_surfacelight with q3map_skylight. If you actually read the Q3Map2 Shader Manual, you will see q3map_skylight amount iterations This replaces q3map_surfacelight and q3map_lightSubdivide on sky surfaces for much faster and more uniform sky illumination. Amount is a brightness value...
by Quack
Wed Aug 25, 2010 6:21 pm
Forum: ID Tech
Topic: The Lost Hallways Beta (formerly known as Castle of Hell)
Replies: 123
Views: 49147

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

For your sky shader, try adding q3map_skylight amount iterations Look here http://robotrenegade.com/q3map2/docs/sh ... p_skylight This will help illuminate an area evenly. If you don't have a moon, sun, or strong directional light source, then you want to increase the q3map_skylight amount which wil...
by Quack
Sat Aug 21, 2010 9:04 pm
Forum: ID Tech
Topic: The Lost Hallways Beta (formerly known as Castle of Hell)
Replies: 123
Views: 49147

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

For this screenshot, http://a.imageshack.us/img44/4785/shot0010w.jpg There are some dark corners but this is looking better. The other screenshots are too dark. I think adding some torches with colored lighting, maybe yellow/orange, would provide some natural light. Although, that depends on what ty...
by Quack
Sat Aug 21, 2010 7:19 pm
Forum: ID Tech
Topic: The Lost Hallways Beta (formerly known as Castle of Hell)
Replies: 123
Views: 49147

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

I would recommend using skylight and/or sunExt to illuminate this area, this way you can avoid using point lights if you don't feel comfortable making them look natural. You can also add torches and point lights to illuminate the hallway in the first screenshot. The best way to think about lighting ...
by Quack
Sat Aug 21, 2010 3:08 am
Forum: ID Tech
Topic: QuakeCon 2010
Replies: 38
Views: 11392

Re: QuakeCon 2010

This is not funny. Joking about drug use is NOT funny. Please do not laugh about this or bring up anything related to drugs or alcohol here.
by Quack
Sun Aug 15, 2010 10:42 pm
Forum: ID Tech
Topic: How much time do you spend on q3 mapping?
Replies: 9
Views: 3686

How much time do you spend on q3 mapping?

I've been absent from q3 mapping for a long time and now that I am able to work on q3 mapping and related art projects, how much time would you say you spend a day or week working on or testing related projects?
by Quack
Fri May 07, 2010 5:22 pm
Forum: ID Tech
Topic: Sound, target_speaker etc.
Replies: 30
Views: 18791

Re: Sound, target_speaker etc.

How do you calculate the falloff distance of a sound file with a specifc dB? Does the sound not play or is it inaudible past the falloff distance. I remember reading somewhere that pvs blocks sound from playing. Anyone know more about this?
by Quack
Wed Feb 03, 2010 4:29 pm
Forum: ID Tech
Topic: Help with bots
Replies: 15
Views: 4194

Re: Help with bots

playerclip does block bot "vision" and the bot's ability to shoot you. However, bots can see and shoot through botclips. The problem occurs when you have to use playerclip for something like a grate. It might be possible to make an alternative map file that replaces all grate surfaces with...