Search found 167 matches

by Shallow
Sun Sep 14, 2014 9:54 am
Forum: ID Tech
Topic: Looking for former Map-center or Levelmakers mods/admins
Replies: 108
Views: 98694

Re: Looking for former Map-center or Levelmakers mods/admins

I had an incident yesterday where I skim-read the titles in my junk folder... "viagra", "Cindy has opened her private pics to you", "your dick the size of a club", and so on, pressed empty, then realised one of them had said Map-Center. I figured this place would still ...
by Shallow
Sat Mar 07, 2009 5:21 pm
Forum: ID Tech
Topic: Uniform lightmap scale on all brushes?
Replies: 22
Views: 12493

Re: Uniform lightmap scale on all brushes?

Write a shader for every texture you use adding the command tesssize 128 (or whatever value works for you). This will cut the world geometry into 128 by 128 squares with surprisingly little impact on performance, potentially for modern cards it will help performance. This ensures brushes will recei...
by Shallow
Fri Sep 12, 2008 10:03 am
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

anyway let's see some screens... here's something I've been messing with in filter forge , I wrote a filter to procedurally generate some nebula textures: http://img175.imageshack.us/img175/8237/ffnebula01lf0.jpg These are really nice, and I could do with something like this for some stuff I'm work...
by Shallow
Tue Aug 12, 2008 4:18 pm
Forum: ID Tech
Topic: Gensurf
Replies: 2
Views: 1789

Re: Gensurf

Gensurf was a very, very primitive tool which I seriously doubt anyone would use nowadays. Honestly, don't bother with it. If you want to do vanilla, regular triangle-grid terrain you're much better off hunting for Easygen which is far superior. Overall though I would recommend reading sock's terrai...
by Shallow
Sun Aug 10, 2008 4:37 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

http://www.bja-design.de/different/scene_camera2.jpg Very nice. Are you going to be adding some canopies here and there, like on market stalls or something? If you make them slightly translucent and maybe a bit moth-eaten they can look awesome in hot, dusty environments like the one you're going fo...
by Shallow
Sun Aug 10, 2008 4:25 pm
Forum: ID Tech
Topic: Q3 Mystic Gemini Final Release
Replies: 33
Views: 11320

Re: Q3 Mystic Gemini Final Release

Great to see this has been released into the wild, it's a beautiful piece of work.
by Shallow
Fri Jul 18, 2008 1:53 pm
Forum: ID Tech
Topic: ANNOUNCEMENT: Quake Live Invites
Replies: 53
Views: 18346

Re: ANNOUNCEMENT: Quake Live Invites

I was never a fan of the fur feature - it just didn't look that good to me and resulted in massive overdraw. One thing that did come out of it though was give the facility to get q3map2 to clone and offset faces at compile time. I always meant to build a map that used that to have a sort of sine-wav...
by Shallow
Thu Jul 17, 2008 9:56 am
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

Gone back to snow again.. [lvlshot]http://alm.gamedesign.net/images/shot0291.jpg[/lvlshot] Definitely some great progress on this! You know, what might look really nice is if you had a snow texture that had a bit of filth, grit and rubble in it and used alphamod stuff to blend it in around the bott...
by Shallow
Thu Jul 03, 2008 2:48 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

I should make it clear that I'm not mentioning anyone's rocks in particular - it's a general thing that I'm seeing and commenting on. Stuff in this thread, terrains I'm seeing in the ETQW forums, even terrain people are doing in TF2 maps I've seen. ETQW seems particularly prone to people just editin...
by Shallow
Thu Jul 03, 2008 12:31 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

I think generally, I notice that when a lot of people are doing rocky stuff there's a tendency to just make stuff up, rather than actually studying reference and then trying to make stuff that looks proper. I know I've certainly tended to do that on a bunch of stuff that ended up in my junk folder. ...
by Shallow
Thu Jul 03, 2008 12:14 pm
Forum: ID Tech
Topic: yoga breathing
Replies: 2
Views: 1607

Re: yoga breathing

Sometimes I telephone women while hyperventilating, is that the same thing?
by Shallow
Sun Jun 01, 2008 5:08 pm
Forum: ID Tech
Topic: Major vis problems.
Replies: 8
Views: 2824

Re: Major vis problems.

The entities limit you may be hitting is a runtime one (in game) rather than a compile time one. Some entities count as multiple ones at runtime - e.g. doors and platforms spawn a trigger to activate them. Every projectile (rockets/plasma/grenades) counts as a runtime entity as well, so does stuff l...
by Shallow
Sun Apr 27, 2008 8:44 pm
Forum: ID Tech
Topic: map editing difficaulties; please help
Replies: 18
Views: 3683

Re: map editing difficaulties; please help

Oh, and also, (refering to shallow's comment) are u saying that its not worth bothering with W:ET, so i should just be content with Q3A. Are Q3TA and Cod more complex than Q3 as well then? Not at all, I think you should map for whichever game most appeals to you. I'm saying that questions specific ...
by Shallow
Fri Apr 25, 2008 12:28 pm
Forum: ID Tech
Topic: map editing difficaulties; please help
Replies: 18
Views: 3683

Re: map editing difficaulties; please help

For Wolf:ET the minimal requirements for setting up a map are more complex than most other Q3-engine games. I'm not sure how many folk here have really dabbled in that game so make sure that the 'first map' tutorial you are following is specific to that game! The minimal command sequence to load a m...
by Shallow
Fri Mar 21, 2008 12:56 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118987

Re: Screenshots

It looks like maybe there's some really high boots on her but the tops are only just visible, so it makes her thighs seem like they have a weird bulge when they don't, it's just how the boot catches the light? Arms look good. Arms are hard to do, especially the wrists Not like I'd know, I've never p...
by Shallow
Thu Mar 13, 2008 1:34 pm
Forum: ID Tech
Topic: Learning to manage portals...
Replies: 4
Views: 2812

Re: Learning to manage portals...

In that last picture it looks like your floor is 16 units below zero on the z-axis. If this is the case then the extra portals there are being caused by cuts from the blocksize. (IIRC Q3map2 cuts blocks along Z as well as X/Y) The same goes for the top-down shot with the extra lines of portals along...
by Shallow
Sun Jan 27, 2008 2:09 pm
Forum: ID Tech
Topic: Model animations in Q3
Replies: 7
Views: 2739

Re: Model animations in Q3

Isn't simple animation possible, like deformVertexes or attachment to func_* via model2 key(md3 only)? Actually, yes. There was an amazing engine model in one of the QCon mapobject contests that had moving pistons done with deformvertexes shaders. I've played with that function a bit and it's possi...
by Shallow
Mon Jan 07, 2008 12:18 am
Forum: ID Tech
Topic: Flipper v1.5
Replies: 30
Views: 9107

Re: Flipper v1.2b

Green Tea is the bane of my life :) I think if anything, the average user would like it if you kept up the 'in betweener' levels into the middle phase of the game and beyond - the ones that don't so much tax the player's brain, as reinforce whatever lesson they learned about tile and power-up intera...
by Shallow
Sun Jan 06, 2008 11:54 pm
Forum: ID Tech
Topic: Realistic water in Quake 3
Replies: 13
Views: 6924

Re: Realistic water in Quake 3

Though I'd do a quick test. It involved slightly more faffing than anticipated and became a longish test. Provided you set up your new textures exactly like I said and don't use the default textures from the game it should work, to an extent. You'll also need to use a patch with two more rows than I...
by Shallow
Sun Dec 30, 2007 4:14 pm
Forum: ID Tech
Topic: Realistic water in Quake 3
Replies: 13
Views: 6924

Re: Realistic water in Quake 3

This is something I meant to try ages ago but never got around to it. I think the way to go with this would be a set of decal patches, or better yet a carefully UVed model, that covers the walls and uses alpha-mod brushes to blend a scrolling or animated transparent texture to nothing. (Ideally I'd ...
by Shallow
Wed Nov 07, 2007 1:58 pm
Forum: ID Tech
Topic: What the Flip!?!
Replies: 12
Views: 3762

Re: What the Flip!?!

Oh man, I wish I'd found this at the beginning of my lunch break and not the end... It's exactly the sort of obsessive pattern puzzling I like.
by Shallow
Fri Oct 05, 2007 7:11 pm
Forum: ID Tech
Topic: Lightmap error and another error =)
Replies: 21
Views: 5856

Re: Lightmap error and another error =)

If the base UV channel on the model surfaces isn't continuous/welded, I don't think the compiler magically glues them together like it does with surfaces it gets from brushes (where they have the same worldspace texturing offset/scale) so they aren't candidates for continuous lightmap UVs. Maybe it'...
by Shallow
Sat Sep 29, 2007 9:27 pm
Forum: ID Tech
Topic: [OT] Your ETQW playername
Replies: 19
Views: 5179

Re: [OT] Your ETQW playername

Since I only noticed myself a couple of weeks back, it's probably worth pointing out that there's a place on your Q3W profile to enter your ETQW name. It makes a magic button appear above your posts pointing to the stats site so everyone can laugh at you for sucking. Does anyone know how far behind ...
by Shallow
Wed Sep 26, 2007 11:59 am
Forum: ID Tech
Topic: Q3Map2_fs, FYI
Replies: 9
Views: 6848

Re: Q3Map2_fs, FYI

Correct me if I'm wrong, but as I understand it one of the main issues with ASE vertex blending was that ASE format doesn't actually store vertex alpha. So, I'm assuming that TwentySeven's version of Q3map2 is using the vertex colour channels for alpha? I think this is what Hipshot's getting at. It'...
by Shallow
Mon Aug 20, 2007 12:43 pm
Forum: ID Tech
Topic: Quake 1 Dev
Replies: 17
Views: 6200

Re: Quake 1 Dev

Pro tip: Do not start new threads on func_msgboard, it isn't a regular forum. Ask in their Mapping Help thread.