Search found 100 matches

by $NulL
Sat Sep 17, 2022 6:29 pm
Forum: ID Tech
Topic: Dirty hack:: depth pass shadow volumes
Replies: 42
Views: 48782

Re: Dirty hack:: depth pass shadow volumes

I was there Gandalf. I was there seven-teen years ago. I was there when the post was written. :) This is a blast from the past. I still remember writing the first post all those years ago. I've updated the links on the first post to point to my Github account. There are some other maps on there too.
by $NulL
Sun Oct 18, 2015 5:15 pm
Forum: ID Tech
Topic: Shader question
Replies: 5
Views: 3431

Re: Shader question

exactvertex is perfectly safe. Years ago I could have given you an exact definition of what the difference is, but maintaining brightness between overbright bits settings sounds right. I had a quick look at one of my shader files, I've used exactvertex a lot myself. I think Q3ASE has quite a lot of ...
by $NulL
Thu Jun 02, 2011 9:09 pm
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

Ok not quite done. It appears not sleeping has turned me into a blatant liar, I've added a couple of new features. Firstly for building waterfalls, you can now make the top of the waterfall emit from the emitter quad by setting the zBase slider in Dynamics 1 to -1. This will shift the whole shader d...
by $NulL
Sun May 22, 2011 3:37 pm
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

Yes, I don't think I've made any changes since my past post.
by $NulL
Sun May 22, 2011 12:30 pm
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

If anyone's interested I've pushed the sources onto github:

https://github.com/FS-NulL

I don't really have any intent to continue this any further, I just did this as an exercise in learning git; but if anyone else wants to add anything go right ahead.

Have fun!
by $NulL
Sun Mar 06, 2011 3:19 pm
Forum: ID Tech
Topic: Special shader if overbrightbits = 0 or 1?
Replies: 8
Views: 4170

Re: Special shader if overbrightbits = 0 or 1?

You can usually get a shader to look similar between obb 0 and obb 1 by setting the rgbgen stage parameter. Try identity or const ( 0.5 0.5 0.5 ) in the troublesome stage(s) to force the vertex colours to be equal in both obb0 and obb 1. I refer you to the rgbgen section of the shader manual which d...
by $NulL
Tue Aug 03, 2010 7:15 pm
Forum: ID Tech
Topic: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0
Replies: 30
Views: 13188

Re: GTKRadiant 1.4.0 vs GTKRadiant 1.5.0

Just throwing in an honorable mention for Q3Radiant, I've just never found better. Sure 1.4 has paint select which is awesome, and 1.5 has that rotation gizmo which is super awesome for placing models. But for pure brush/texture work I don't think its beatable.
by $NulL
Tue Aug 03, 2010 7:10 pm
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

Massive bump x3. First post updated. ------------------------------------------------------------------ Hello yet again! I've been rather slack with keeping you updated, and the program updated for that matter. Since last time I've added some of the suggestions that have been made. The export button...
by $NulL
Sat May 29, 2010 3:59 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118993

Re: Screenshots

I've been learning sculpting this week:
[lvlshot]http://homepages.manx.net/urtstats/sculpt3.JPG[/lvlshot]
by $NulL
Sat May 29, 2010 3:38 pm
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

DaEngineer:: Change the angle constraints on the 'Dynamics2' tab.

Freebrief's tool can be found here: http://www.mods-r-us.net/freebrief/q3a/ps/index.html
by $NulL
Sun May 16, 2010 9:53 pm
Forum: ID Tech
Topic: water shader
Replies: 2
Views: 1905

Re: water shader

You need a blend mode in the first stage, something like: { blendfunc add map textures/liquids/proto_gruel3.tga tcMod scroll 0.035 0.035 } Right now your only blending the second stage on top of an opaque first stage; instead of blending the first stage with the back ground, then blending in the 2nd.
by $NulL
Sun Apr 04, 2010 5:54 pm
Forum: ID Tech
Topic: Correct TP dest entity.
Replies: 5
Views: 2449

Re: Correct TP dest entity.

I think you can also use target_teleport to have team specific destinations via a target_relay. ie: trigger_multiple -> target_relay ( red only) -> target_teleport -> misc_tele_dest | -> target_relay (blue only) -> target_teleport -> misc_tele_dest
by $NulL
Thu Feb 18, 2010 12:21 am
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

Awesome! I was hoping to see an update and here it is. Do you have any sample files to show how you can use the program to create some basic effects, like fire, rain, chimney smoke, etc? Heres a few examples with a very very rough guide to some of them. (It needs work) http://homepages.manx.net/urt...
by $NulL
Wed Feb 17, 2010 3:07 am
Forum: ID Tech
Topic: New Particle Studio
Replies: 61
Views: 304246

Re: New Particle Studio

Massive bump x2. First post updated. ------------------------------------------------------------------ Hello again! I've been working on a map that takes over 12 hours to compile so I've had some spare time to work on this again. This version adds support for up to 4 simultaneous particle systems, ...
by $NulL
Thu Feb 04, 2010 9:02 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118993

Re: Screenshots

This is a factory-ish part of a map I'm working on. I just finished the roof off last night, it made the area look much better than the grey flat horizontal concrete slab i had in an older version. Still need to add a bit more detail at ground level though. [lvlshot]http://homepages.manx.net/urtstat...
by $NulL
Mon Dec 07, 2009 6:34 pm
Forum: ID Tech
Topic: Glass shader to tone down the skybox light?
Replies: 24
Views: 69266

Re: Glass shader to tone down the skybox light

I could have sworn that in the absence of q3map_lightimage, q3map2 will look at the qer_editorimage. It worked correctly with this shader: textures/null_urt1/glass_clear { qer_editorimage textures/null_urt1/glass_shadow.tga surfaceparm nolightmap surfaceparm trans surfaceparm lightfilter cull disabl...
by $NulL
Mon Dec 07, 2009 1:21 pm
Forum: ID Tech
Topic: Glass shader to tone down the skybox light?
Replies: 24
Views: 69266

Re: Glass shader to tone down the skybox light

The texture with the alpha channel will need to be the texture referenced in qer_editorimage not the 'map' texture. You might be right about alphashadow being a binary on/off. (Its been a while since I experimented with it.) But you can definatly replace alphashadow with lightfilter on a black/white...
by $NulL
Tue Dec 01, 2009 1:50 pm
Forum: ID Tech
Topic: GTKradiant - in-editor help via entities.def
Replies: 72
Views: 31473

Re: GTKradiant - in-editor help via entities.def

AEon wrote: :arrow: What happens when you want to explicitly change several different textures? Just add more old/new pairs or create another _remap key/value pair?
To remap any number of textures on a model, you'd use _remap, _remap2, _remap3 and so on.
by $NulL
Wed Nov 18, 2009 4:08 pm
Forum: ID Tech
Topic: GTKradiant - Tips
Replies: 56
Views: 159410

Re: GTKradiant - Tips

The original q3r manual had a huge list of shortcuts, although many didn't even work in q3r never mind gtk. But its here if you want to read it: http://accad.osu.edu/~mlewis/Gauge/q3rm ... c475185912 The middle mouse button functions are my favorite: 2D View : MMB : Rotate the camera to look towards...
by $NulL
Sat Nov 14, 2009 3:37 pm
Forum: ID Tech
Topic: Strange shadows
Replies: 5
Views: 1911

Re: Strange shadows

Did you add spawnflags 4 to the model to make q3map2 lightmap the model. Otherwise the model will be vertex lit, which it looks like is happening.
by $NulL
Thu Oct 29, 2009 1:51 pm
Forum: Quake III Arena & Quake Live Discussion
Topic: Recording
Replies: 4
Views: 2860

Re: Recording

ioQuake3 has the \video command that spews out a high quality AVI file (with sound unlike cl_avidemo). It has to be run on a demo though, but thats not really a problem most of the time.
by $NulL
Wed Oct 14, 2009 10:31 pm
Forum: ID Tech
Topic: Render Textures in Grid?
Replies: 6
Views: 3786

Re: Render Textures in Grid?

Yes, its r_znear
by $NulL
Thu Oct 08, 2009 9:56 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118993

Re: Screenshots

Fjoggs wrote:
fKd wrote:is that the source engine?
Looks like quake3, using modifications provided from Urban Terror. Sexy water etc
Bingo! Its a fully backwards compatible engine upgrade. So the map still looks pretty similar under quake3's renderer.
by $NulL
Wed Oct 07, 2009 9:10 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7360
Views: 3118993

Re: Screenshots

And now for something completely different :)

[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0070.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0068.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0072.jpg[/lvlshot]
by $NulL
Mon Oct 05, 2009 2:26 am
Forum: ID Tech
Topic: Texture transparency
Replies: 14
Views: 4028

Re: Texture transparency

textures/bla/bla
{
{
map textures/bla/bla.jpg
alphaGen const 0.5
blendfunc blend
}
}

I think should work.