Search found 28 matches
- 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...
- Tue Apr 24, 2012 2:25 am
- Forum: ID Tech
- Topic: 20 Brush 2012 Discussion Thread
- Replies: 85
- Views: 41347
- 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)

Lonely looking brutalist-ish thing. It's even got a gimmick!
http://www.mediafire.com/download.php?2wi2ryn2ni8jroc

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

http://www.mediafire.com/download.php?2wi2ryn2ni8jroc
- 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) 

- 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
- 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
- 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 ...
- 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...
- 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...
- Mon Jun 27, 2011 10:55 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3284518
Re: Screenshots
Hehe I usually have that problemcityy wrote:Looks sweet, be carefull that it doesnt get too dark.

No, it's mostly Rorschach's textures, the stone/moss are mineShadoW_86 wrote:@nick lol very nice, I like what I see.
Do I see some Unreal I textures there?
- Sun Jun 26, 2011 8:24 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3284518
Re: Screenshots
EntityPlus singleplayer




- 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...
- 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
- 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...
- 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
- 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
- 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")
- 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
Tying entities together would be cool too though, like a pendulum and func_bobbing to make a piston.
VVVV Ah yes I see
- 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?
- 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...
- 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
- 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.
- 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...
- 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. 

- 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