
Search found 83 matches
- 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 

- 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...
- 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
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
- 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
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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?
- Fri Jul 30, 2010 2:17 am
- Forum: ID Tech
- Topic: Solitude, Maverick Summer Comp Submission Entry.
- Replies: 19
- Views: 8633
- 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?
- 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...