Search found 339 matches
- Wed Oct 12, 2022 6:42 pm
- Forum: ID Tech
- Topic: What are you working on?
- Replies: 54
- Views: 61756
Re: What are you working on?
If anyone is interested into a speedrun of sock's beautiful sp map... https://www.youtube.com/watch?v=N4RZ4ZydJCQ&ab_channel=n00k1e Also super interesting to walk through those quicklinks on the trello made by quBit. I just love that dude, he is so creative and already come up with unique techni...
- Mon Sep 21, 2020 10:02 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
Okay... so after 6 yrs my account is still working and I see all those beautiful maps coming along. You guys rock! @donkey wtf man! Dig that stuff! @flipout: WOOOAOTTT again. Detailed Nature and a proper environment is always nice to see in a q3a map @eraser: just played through your dissent map. Gr...
- Thu Sep 22, 2016 5:09 pm
- Forum: ID Tech
- Topic: sst13 vs QL
- Replies: 30
- Views: 32442
Re: sst13 vs QL
Haha great to still see you around! When I opened up this page and saw your name nostalgic moments got me... still have good memories of collabs with you! Thanks for being an inspiration (hexagon something map with great easter eggs?) Probably you know these textures: https://youtu.be/VFXmH1P7mw8?t=...
- Thu Sep 22, 2016 4:45 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
I love you people still doing maps 2 years after I vanished. Never had a big name in here but tried to be present all the time!
Keep up the work guys! Hopefully everyone is still doing levels with 60+
Radiant Build 20 getting released then... or 1.7
Keep up the work guys! Hopefully everyone is still doing levels with 60+
Radiant Build 20 getting released then... or 1.7
- Thu Sep 22, 2016 4:40 pm
- Forum: ID Tech
- Topic: [EDIT] New FFA map FINAL: dk_kb (Kepple Bay)
- Replies: 17
- Views: 22697
Re: [EDIT] New FFA map FINAL: dk_kb (Kepple Bay)
Hach donkey! I've missed your screens.
Beautiful like 2 yrs ago!
I like the screen with the hanging vines and the battle area in the first one.
Great to see talented ppl still mapping for this rusty factory called q3a.
Beautiful like 2 yrs ago!

I like the screen with the hanging vines and the battle area in the first one.
Great to see talented ppl still mapping for this rusty factory called q3a.
- Mon Sep 29, 2014 11:37 pm
- Forum: General Discussion
- Topic: id updates QuakeLive, turns on noob mode
- Replies: 96
- Views: 26147
Re: id updates QuakeLive, turns on noob mode
So last post was yesterday... I linked it, too. How can I join the q3w steam group and is anyone up for some games or is playtime over again and I should delete it imminently?
- Sun May 11, 2014 7:01 pm
- Forum: ID Tech
- Topic: Custom collision for models?
- Replies: 5
- Views: 3359
Re: Custom collision for models?
Depending on the complexity of the model it can even come to frame drops, since the engine will create a clip for every face. Just place rough clip walls around the model.
Very often it's better for the gameplay to use this method.
Very often it's better for the gameplay to use this method.
- Sun May 11, 2014 6:52 pm
- Forum: ID Tech
- Topic: Q3Map2 parameters and safe_malloc allocation failed
- Replies: 6
- Views: 4582
Re: Q3Map2 parameters and safe_malloc allocation failed
Don't know what your error message means?
Take a look here: Common Error Messages v1.5
Take a look here: Common Error Messages v1.5
- Sun May 11, 2014 6:47 pm
- Forum: ID Tech
- Topic: Is there a map packer?
- Replies: 12
- Views: 5264
Re: Is there a map packer?
Just use a proper structure and you only have to copy 4 folders... textures/mymapname_decals, textures/mymapname_floor etc...
You should create an own shader for your map anyway if you want to be 100% sure that your textures are running nicely.
You should create an own shader for your map anyway if you want to be 100% sure that your textures are running nicely.
- Fri Apr 18, 2014 2:52 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
All the maps from my last movie "maze" have now been released in the map database as one mappack. maybe you want to check 'em out... they are imo pretty unique in their style. http://ws.q3df.org/map/revisit_runzlaugh2err5/ http://ws.q3df.org/map/revisit_rhv/ http://ws.q3df.org/map/revisit_...
- Tue Apr 15, 2014 9:57 pm
- Forum: General Discussion
- Topic: Maze - 15 mins Defrag movie
- Replies: 21
- Views: 7557
Re: Maze - 15 mins Defrag movie
@Eraser:
http://www.esreality.com/post/2583926/maze/
But you should probably download it and watch it offline, since it has 50fps, a framerate youtube doesn't replay.
http://www.esreality.com/post/2583926/maze/
But you should probably download it and watch it offline, since it has 50fps, a framerate youtube doesn't replay.
- Sat Apr 12, 2014 7:38 pm
- Forum: General Discussion
- Topic: Maze - 15 mins Defrag movie
- Replies: 21
- Views: 7557
Maze - 15 mins Defrag movie
Maze - a 15 minutes long cpm movie closing a gaming chapter in the life of a german defrag player who started defragging in 2005. Movie download should be prefered to youtube streaming, since latter doesn't support 50fps. With this movie two defragger, Maze and Bliccer, want to say thank you and goo...
- Sat Mar 22, 2014 5:43 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Maze - Teaser
- Replies: 0
- Views: 2707
Maze - Teaser
Don't know in which category this belongs: Maze - a 15 minutes long cpm movie closing a gaming chapter in the life of a german defrag player who started defragging in 2005. This is the teaser for the upcoming vid, which will be released in the next months. igmdb: http://www.igmdb.org/?m=1253 direct ...
- Sat Mar 22, 2014 5:42 pm
- Forum: General Discussion
- Topic: Maze - Teaser
- Replies: 3
- Views: 1632
Maze - Teaser
Maze - a 15 minutes long cpm movie closing a gaming chapter in the life of a german defrag player who started defragging in 2005. This is the teaser for the upcoming vid, which will be released in the next months. igmdb: http://www.igmdb.org/?m=1253 direct download (maverick): Maze - Teaser youtube:...
- Sat Mar 22, 2014 5:34 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
So this is more or less a screenshot... these are 50 screenshots in the second.
It's the last quake project I will work on, but ofc I still have the need to share this thingy...
It's just the teaser... full movie will (hopefully) follow in the next 4 weeks.
http://www.igmdb.org/?m=1253
It's the last quake project I will work on, but ofc I still have the need to share this thingy...
It's just the teaser... full movie will (hopefully) follow in the next 4 weeks.
http://www.igmdb.org/?m=1253
- Mon Nov 25, 2013 12:23 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
Ah forgot to mention... its a defrag map ofc.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
- Mon Nov 25, 2013 1:59 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7357
- Views: 3073854
Re: Screenshots
I've just released my last map, I'm evah going to make. So yeah... learned a lot. Proper hinting (local hints are THE shit), areaportals only work in a whole door system (and id software fucked it up on their own maps), external lightmapping etc... So here is the link: http://ws.q3df.org/map/acc_cat...
- Fri Oct 11, 2013 8:30 am
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
K. Then I am going to replace thosewalls witch one patch.
Yes, it's hard to tell from the resized screens. But if you compare the green lights from the last screen to the one in the first patches screen (on the patches), then you can see a great difference in crispiness and diversation of fall-off.
Yes, it's hard to tell from the resized screens. But if you compare the green lights from the last screen to the one in the first patches screen (on the patches), then you can see a great difference in crispiness and diversation of fall-off.
- Thu Oct 10, 2013 9:34 pm
- Forum: ID Tech
- Topic: The Dark Mod 2.0 Standalone Release!!!
- Replies: 24
- Views: 38051
Re: The Dark Mod 2.0 Standalone Release!!!
Awesome shite! But why now? Why, when I have to finish my thesis :/
..same for me. 404 at dllink.
..same for me. 404 at dllink.
- Thu Oct 10, 2013 9:32 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
Hm, it seems that the q3map_mergeable is only working for horizontal patch/Brushes. All vertical patches are not merging. Patch_1 Patch_2 In both pics there is caulk behind the patches and they are only grouped to the next brush on the left and right. I don't want to go back to normal textures for t...
- Tue Oct 08, 2013 11:39 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
Now I have another problem with different patches... When I compile my map it suddenly looks as if my patches are not aligning to their caps anymore. The strange thing is that when I compiled it one month ago everything worked fine. Back then I think I've used q3map2 2.5.16 and not the one gtkradian...
- Tue Oct 08, 2013 6:22 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH AAAAAAAAAAAAAHHHHHHHHHHHHH OH JOYFUL WORLD! It works. Mergeable did the job.
obsidian.
Does it make sense to convert each "room" into func_groups or only details where needed?

Does it make sense to convert each "room" into func_groups or only details where needed?
- Tue Oct 08, 2013 9:53 am
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
When I used the brushes next to the patches I thought the texture wasn't set correctly. So I replaced them with patches and used the cap function. In the editor it looks properly aligned at the seam, still I get black lines there, as shown in the screenshot.
- Mon Oct 07, 2013 4:50 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
Re: External Lightmaps and patches
Lights: Thanks bst for the idea, but torches don't fit. It seems that I've erased them anyway by deleting some of those moving particles I have in my map.
Patches: Hm I'm going to try that. But I think it will also affect the lights being emitted onto those brushes, then?
Patches: Hm I'm going to try that. But I think it will also affect the lights being emitted onto those brushes, then?
- Sat Oct 05, 2013 11:22 pm
- Forum: ID Tech
- Topic: External Lightmaps and patches
- Replies: 11
- Views: 6534
External Lightmaps and patches
Hey, I finally got my first external lightmap to work and the map looks so much better, now. Still I have two problems: 1. Patches The curves are patches of course, the rest around are brushes. As you can see there are nasty lines between the patches and the brushes. I already tried to replace the b...