Search found 100 matches
- 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.
- 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 ...
- 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...
- 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.
- 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!
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!
- 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...
- 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.
- 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...
- 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]
[lvlshot]http://homepages.manx.net/urtstats/sculpt3.JPG[/lvlshot]
- 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
Freebrief's tool can be found here: http://www.mods-r-us.net/freebrief/q3a/ps/index.html
- 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.
- 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
- 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...
- 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, ...
- 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...
- 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...
- 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...
- 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
To remap any number of textures on a model, you'd use _remap, _remap2, _remap3 and so on.AEon wrote:What happens when you want to explicitly change several different textures? Just add more old/new pairs or create another _remap key/value pair?
- 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...
- 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.
- 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.
- 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
- Thu Oct 08, 2009 9:56 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7360
- Views: 3118993
Re: Screenshots
Bingo! Its a fully backwards compatible engine upgrade. So the map still looks pretty similar under quake3's renderer.Fjoggs wrote:Looks like quake3, using modifications provided from Urban Terror. Sexy water etcfKd wrote:is that the source engine?
- 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]

[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]
- 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.
{
{
map textures/bla/bla.jpg
alphaGen const 0.5
blendfunc blend
}
}
I think should work.