Search found 28 matches

by nick lol
Fri Apr 12, 2013 4:04 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: EntityPlus - A single player Q3 mod

Getting back into mapping :ninja:, and I have a layout for an EntityPlus map just about done. I am going through and adding enemies/items, and there are two big issues I am running into: -The "nobots" flag on items doesn't appear to work. Bots will still run around and try to pick things u...
by nick lol
Tue Apr 24, 2012 2:25 am
Forum: ID Tech
Topic: 20 Brush 2012 Discussion Thread
Replies: 85
Views: 41347

Re: 20 Brush 2012 Discussion Thread

Image

:tard:
by nick lol
Tue Apr 24, 2012 2:19 am
Forum: ID Tech
Topic: Quake3World 20 Brush Contest 2012
Replies: 26
Views: 47679

Re: Quake3World 20 Brush Contest 2012

Girdled (nkstr_20brush1)

Image

Lonely looking brutalist-ish thing. It's even got a gimmick! :owned:

http://www.mediafire.com/download.php?2wi2ryn2ni8jroc
by nick lol
Mon Apr 16, 2012 1:33 am
Forum: ID Tech
Topic: 20 Brush 2012 Discussion Thread
Replies: 85
Views: 41347

Re: 20 Brush 2012 Discussion Thread

Probably should have asked this before I went and pretty much finished my level, but are mirrors ok? (please say yes) :paranoid:
by nick lol
Sat Apr 14, 2012 2:48 pm
Forum: ID Tech
Topic: 20 Brush 2012 Discussion Thread
Replies: 85
Views: 41347

Re: 20 Brush 2012 Discussion Thread

I'll give it a shot
by nick lol
Mon Aug 01, 2011 11:45 pm
Forum: ID Tech
Topic: How many of you are considering id tech 5 mapping?
Replies: 11
Views: 4849

Re: How many of you are considering id tech 5 mapping?

I will probably wait until Doom 4 / Quake 5 and see if I still gots the mojo
by nick lol
Sun Jul 24, 2011 9:07 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

I think you could make a static bot by having them spawn in a bit of botclip. Here are some more issues I have found: -Bots seem to always face 0 degrees when they spawn, regardless of the botspawn orientation -If you take the player's gauntlet with a target_removepowerups or whatever and then give ...
by nick lol
Thu Jul 14, 2011 12:25 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

Alright, got some more stuff -The "nobots" flag seems to be gone from pickups and triggers, so I got bots setting running about trying to pick up crap they can't pick up, setting off target_prints and whatnot on the other side of the level -When I try to spawn bots with just the gauntlet I...
by nick lol
Wed Jul 13, 2011 1:55 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

So in singleplayer mode you can't see printed messages? I really want to do the old "This door is opened elsewhere..." as well as some other stuff also just a heads up to anyone who might be stupid like me: you still need to do an .aas compile for your singleplayer maps :tard: Something el...
by nick lol
Mon Jun 27, 2011 10:55 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284518

Re: Screenshots

cityy wrote:Looks sweet, be carefull that it doesnt get too dark.
Hehe I usually have that problem :miffed:
ShadoW_86 wrote:@nick lol very nice, I like what I see.

Do I see some Unreal I textures there?
No, it's mostly Rorschach's textures, the stone/moss are mine
by nick lol
Sun Jun 26, 2011 8:24 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284518

Re: Screenshots

EntityPlus singleplayer

Image

Image
by nick lol
Thu Jun 16, 2011 11:49 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

Do the awards give you points (or did you take them out?) I think it might be cool if you could have a flag (either in the entity or worldspawn) to make ammo boxes sit on the ground in the editor orientation instead of bobbing in place. Also, would it be possible to just use the reskinned ammo box m...
by nick lol
Sun Jun 12, 2011 2:02 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

It would be neat to have a full-screen shader, so people could write a script to do dark corners, film grain, etc
by nick lol
Tue Apr 26, 2011 2:02 am
Forum: ID Tech
Topic: Sonic Mayhem: Noise and In-Game Music
Replies: 11
Views: 4314

Re: Sonic Mayhem: Noise and In-Game Music

You're looking for a DAW (digital audio workstation). Im not too familiar with free DAWs to be honest, but I hear good things about Reaper, and that supports VSTs (synths and fx). http://www.reaper.fm/ If you want to be a bit more hardcore (and not download anything), check out http://burn-studios.a...
by nick lol
Wed Apr 20, 2011 5:01 am
Forum: ID Tech
Topic: Multiple Jump pad error!
Replies: 9
Views: 4741

Re: Multiple Jump pad error!

I usually make one and then copy + paste (ctrl + c, ctrl +v) since cloning seems to make the trigger brushes part of the same entity. That will automatically change the target + targetname fields
by nick lol
Mon Apr 11, 2011 2:59 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284518

Re: Screenshots

That looks baller, I really dig the lighting
by nick lol
Sun Apr 10, 2011 5:19 pm
Forum: ID Tech
Topic: [ALPHA] nkstrdm8
Replies: 14
Views: 5326

Re: [ALPHA] nkstrdm8

It's on the front page of LvL right now ("Family Fun Factory")
by nick lol
Mon Mar 28, 2011 6:19 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

With the phase thing though you can have it move in any ellipsoid (not just circle), and it will also maintain its orientation.

Tying entities together would be cool too though, like a pendulum and func_bobbing to make a piston.

VVVV Ah yes I see
by nick lol
Mon Mar 28, 2011 4:05 pm
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

Just thought of something else, can you independently specifiy the phase for each axis of the func_bobbing? So, you could have it move along the X and Y axes, set one axis 90 degrees out of phase, and have it move in a circle?
by nick lol
Mon Mar 28, 2011 7:04 am
Forum: ID Tech
Topic: EntityPlus - A single player Q3 mod
Replies: 830
Views: 889751

Re: Here's a wild idea: EntityPlus

Does anyone remember the Hunt mod? http://www.quakeunity.com/file=2580 The Escape from Hell mode was way cool because it would randomly generate levels. Anyway, might be something to look into for ideas. I think the source code is here: http://eliteforce.gamebub.com/quake3.php Also I've always figur...
by nick lol
Tue Mar 01, 2011 3:17 am
Forum: ID Tech
Topic: How to fix an irregular lighting problem?
Replies: 7
Views: 2994

Re: How to fix an irregular lighting problem?

You could use a func_group and then set _lightmapscale for that floor to a high value
by nick lol
Mon Feb 28, 2011 10:57 pm
Forum: ID Tech
Topic: in need of some testing
Replies: 19
Views: 8031

Re: in need of some testing

I think it's more an issue with the texture itself. Like, the bounce and weapon pads have bright red and they look great. The lights have that white glare on them, the whole face looks fullbright, and they don't seem to cast a lot of red light for how bright they are, so they kind of stand out.
by nick lol
Mon Feb 28, 2011 7:58 pm
Forum: ID Tech
Topic: in need of some testing
Replies: 19
Views: 8031

Re: in need of some testing

Architecture is awesome and the textures are nice; I like the stone walls so far. Layout was good as far as I can tell too, but there are some clipping issues as themuffinman said. I agree that it seems a bit desaturated, but the red lights really pop. My suggestion would be to either bring up the r...
by nick lol
Wed Feb 23, 2011 2:28 am
Forum: ID Tech
Topic: [ALPHA] nkstrdm8
Replies: 14
Views: 5326

Re: [ALPHA] nkstrdm8

Alright, another update in the OP. This might end up being the final if all goes well. :tomato:
by nick lol
Thu Feb 17, 2011 12:46 am
Forum: ID Tech
Topic: [ALPHA] nkstrdm8
Replies: 14
Views: 5326

Re: [ALPHA] nkstrdm8

I've gotten it pretty much to beta, but dunno if it's worth a brand new post this soon, so I just updated the OP