Search found 49 matches
- Wed Oct 08, 2014 11:00 pm
- Forum: ID Tech
- Topic: MapCore's Quake 3 15th Anniversary Contest
- Replies: 40
- Views: 41595
Re: MapCore's Quake 3 15th Anniversary Contest
interesting indeed...
- Fri Jan 10, 2014 11:36 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399947
Re: Screenshots
Does look nice, idd. I'm assuming you're testing with wolfcam still? It seems to have some quirks that aren't present in q3/ql. I get the same errors spammed in console if i load lostparadise with it, as well as some shaders that don't render quite right iirc. Map works just fine in q3/ql though, so...
- Fri Aug 30, 2013 7:31 pm
- Forum: ID Tech
- Topic: Zen by Despair (MSG Comp entry)
- Replies: 5
- Views: 4732
Re: Zen by Despair (MSG Comp entry)
Thanks alot akm. Can always trust you to find every little thing :D. I've fixed everything you mentioned, except adding depth to those walls. I agree with you there, but i won't have the time to redo all of that. They are structural walls so it'd be a fair bit more involved than just a little tweak....
- Thu Aug 29, 2013 8:08 pm
- Forum: ID Tech
- Topic: Zen by Despair (MSG Comp entry)
- Replies: 5
- Views: 4732
Re: Zen by Despair (MSG Comp entry)
Actually the colored parts are a stone texture. I had tried a worn painted wood like you suggested earlier on, but it didn't quite get the look i was after. I realize the colors are pretty bold, but that's actually common in japanese gardens. Here's one of the pics i used as reference to give a bett...
- Thu Aug 29, 2013 7:29 pm
- Forum: ID Tech
- Topic: Zen by Despair (MSG Comp entry)
- Replies: 5
- Views: 4732
Zen by Despair (MSG Comp entry)
Hey everyone. This is my entry for this year's MSG comp. I meant to post a beta weeks ago, but my motivation to map was kinda low this time around, and I just never got around to it. Hopefully that doesn't hinder me too much :). Anyway, it's a CTF map for Quakelive, with a theme of a zen garden on a...
- Sat Jun 08, 2013 6:01 am
- Forum: ID Tech
- Topic: GtkRadiant and QL [ How to make a window? ]
- Replies: 48
- Views: 30205
Re: GtkRadiant and QL [ How to make a window? ]
It does seem to only let you choose .wav files if you use the file browser dialog. I never noticed before when converting maps to ql because i would just replace the files rather than edit the .map and recompile.
- Sat Jun 01, 2013 1:43 am
- Forum: ID Tech
- Topic: GtkRadiant and QL [ How to make a window? ]
- Replies: 48
- Views: 30205
Re: GtkRadiant and QL [ How to make a window? ]
yea, the shift-click to open the .shader file doesn't work for ql files because the pk3's are still encrypted. i've requested that that gets fixed, but no word on when/if that will happen. until then, you have to manually decrypt the pk3 and extract the .shaders yourself. bit of a pain, but no other...
- Wed May 08, 2013 3:36 pm
- Forum: ID Tech
- Topic: MSG Q3/QL Mapping Competition #5
- Replies: 36
- Views: 27743
Re: MSG Q3/QL Mapping Competition #5
Well, you've always been allowed to create textures/layout sketches/etc before the start of the comps, so as long as you remake all of the 'in editor' aspects like brushwork, entities, etc, from scratch (ie, no copy/pasting old work in), I don't think it would be a problem. I'd get confirmation thou...
- Wed Mar 27, 2013 8:46 pm
- Forum: ID Tech
- Topic: [QuakeLive] How to cellId key in advertisement entity?
- Replies: 3
- Views: 2818
Re: [QuakeLive] How to cellId key in advertisement entity?
Unless a map gets added officially to Quakelive, the advertisement entity will never actually be used anyway, and in the case that it is added, id will implement them properly themselves. So it's probably not worth worrying about. Just having the ad space there should be enough.
- Sun Feb 10, 2013 8:40 pm
- Forum: ID Tech
- Topic: id Software Releases id Studio
- Replies: 46
- Views: 76701
Re: id Software Releases id Studio
Might be worth noting that it's not likely any studios outside of the Zenimax family will ever use idtech5 anyway, since they are no longer liscensing their engines. Even so, I'm excited to see what comes out of it. Hopefully Doom 4 (if it ever gets done) will have a good multiplayer scene for custo...
- Mon Nov 12, 2012 9:18 pm
- Forum: id legends
- Topic: Rage - Configuration Examples?
- Replies: 35
- Views: 27596
Re: Rage - Configuration Examples?
Well ,the entire rage team was moved onto doom 4 once rage shipped, so aside from that one minor patch, it has not been touched since. Pretty sure they've decided to just not repeat the mistakes they made with rage on their next title instead of wasting resources trying to fix them. Only thing i cou...
- Thu Sep 27, 2012 12:13 am
- Forum: id legends
- Topic: Rage - Configuration Examples?
- Replies: 35
- Views: 27596
Re: Rage - Configuration Examples?
You shouldn't have any issues running Rage. I have almost the exact same PC as you and it ran flawlessly at 1080 for me, though it did take a bit of tweaking. There was only the one patch a couple weeks after release, so nothing has really changed. Just so happens I still have my RageConfig.cfg file...
- Sat Aug 11, 2012 1:01 am
- Forum: ID Tech
- Topic: desctf3 by Despair
- Replies: 10
- Views: 5635
Re: desctf3 by Despair
Since today is the deadline for the competition, the map is now final. The only thing i wasn't able to get to was a new skybox, but other than that, i'm pretty happy with the final result. Thanks again for all the suggestions guys, much appreciated.
Download (32.7 mb)
Download (32.7 mb)
- Tue Aug 07, 2012 12:19 am
- Forum: ID Tech
- Topic: desctf3 by Despair
- Replies: 10
- Views: 5635
Re: desctf3 by Despair
Just about finished. RC1 is ready. Link: Desctf3_RC1.pk3 I've added sounds, clipping, and bot support. The bots actually play fairly well, but i'm going to see if i can improve that further still. There are a couple errors in this RC that i've already fixed (the missing railing by quad, and bots get...
- Tue Jul 31, 2012 8:38 pm
- Forum: ID Tech
- Topic: desctf3 by Despair
- Replies: 10
- Views: 5635
Re: desctf3 by Despair
I plan to replace the sky if I have time, but i'm pretty sure that that warning is one that can be ignored. I've already fixed the vine texture and the ceiling by regen (it was just an accidental caulk). As for the underwater bits, I am actually working on them right now :). Meant to detail those be...
- Mon Jul 30, 2012 3:34 pm
- Forum: ID Tech
- Topic: desctf3 by Despair
- Replies: 10
- Views: 5635
Re: desctf3 by Despair
Well, as I said, the map does not have bot support yet. That error is likely caused by the tree models in the map because currently they are autoclipped. When I do a proper clipping pass, I will remove the autoclips. It is also possible that the map is too complex for bots. Hopefully not, because I'...
- Mon Jul 30, 2012 1:56 am
- Forum: ID Tech
- Topic: desctf3 by Despair
- Replies: 10
- Views: 5635
desctf3 by Despair
Hey everyone. Here's my latest beta for the MSG#4 comp. -Download (25.6mb) There is no clipping or bot support yet. I also need to try to improve vis more (if possible) as some spots can hit 30k tris. My system has no trouble running it tho, so i'd like to know how other's systems fare with it. As i...
- Fri Jun 22, 2012 11:47 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399947
Re: Screenshots
Thanks Obsidian. It's funny you mention the waterfall. I had actually planned to replace the shader and texture, but had completely forgotten to. It's the same one i used on Overgrowth like 2 years ago. I wanted to do what you described back then, but couldn't figure it out. After some messing aroun...
- Fri Jun 22, 2012 1:22 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3399947
Re: Screenshots
Hey ppl. Haven't posted here in quite a while. Figured i'd share some screenshots of my beta for the MSG comp. Hope you like. :) [lvlshot]http://dl.dropbox.com/u/23119429/shot01.jpg[/lvlshot] [lvlshot]http://dl.dropbox.com/u/23119429/shot02.jpg[/lvlshot] [lvlshot]http://dl.dropbox.com/u/23119429/sho...
- Tue Jan 04, 2011 8:47 pm
- Forum: ID Tech
- Topic: [FINAL] desctf1 - Overgrowth
- Replies: 65
- Views: 26206
Re: [FINAL] desctf1 - Overgrowth
QL version updated. Gunna send this one to SyncError.
- Tue Jan 04, 2011 8:02 am
- Forum: ID Tech
- Topic: [FINAL] desctf1 - Overgrowth
- Replies: 65
- Views: 26206
Re: [FINAL] desctf1 - Overgrowth
Oh interesting. I had no idea QL even supported those game modes. Guess they're planning to add them officially soon. I never played TA, so i'm not even sure how those other modes work. Simple enough to add tho i suppose. Are those 4 entities all you need for them? What i meant was simply having the...
- Tue Jan 04, 2011 2:30 am
- Forum: ID Tech
- Topic: [FINAL] desctf1 - Overgrowth
- Replies: 65
- Views: 26206
Re: [FINAL] desctf1 - Overgrowth
Good ideas. I've already submitted the map to lvlworld tho, so i think i will leave the q3 version as is. Very little would change for q3 anyway. I seem to be missing the font used in that overlay tho (AeroExtendedRegularSWFTERegularSWFTE). I had a problem with photoshop crashing when even clicking ...
- Mon Jan 03, 2011 2:48 am
- Forum: ID Tech
- Topic: Getting one`s map on QL
- Replies: 5
- Views: 2502
Re: Getting one`s map on QL
Many Q3 textures were carried over to QL, yes, but many were also added or altered. It's those ones that you can't redistribute. If you really want to get technical, you actually can't redistribute ANY textures from QL, but since many already have an identical Q3 counterpart, it's kind of a loophole...
- Mon Jan 03, 2011 1:30 am
- Forum: ID Tech
- Topic: Getting one`s map on QL
- Replies: 5
- Views: 2502
Re: Getting one`s map on QL
Here's what Sync told me back in August <Despair> basically i was just wondering what exactly is *required* in order to be a candidate for a community addition <SyncError|work> The map needs to be finished. We need to see the map. We need to like the map enough to pay for it <SyncError|work> The tex...
- Mon Jan 03, 2011 12:56 am
- Forum: ID Tech
- Topic: [FINAL] desctf1 - Overgrowth
- Replies: 65
- Views: 26206
Re: [FINAL] desctf1 - Overgrowth
hrmm. well, just swapping the ogg's in for the wav's didn't work. The ogg sounds do work in QL tho. /play sound/desctf1/waterfall.ogg and etc in console does play them. Seems that the map is still looking for the .wav's. Was hoping it would ignore the extension. Anyone know if there is a way to fix ...