Search found 167 matches
- 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 ...
- 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...
- 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...
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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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. ...
- 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?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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'...
- 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 ...
- 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'...
- 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.