Search found 12 matches
- Wed Apr 02, 2014 5:05 pm
- Forum: ID Tech
- Topic: Has this been tried before?
- Replies: 11
- Views: 6363
Has this been tried before?
:alert: Random brainfart: I was thinking of combining Q3MAP2's lightstyles + normalmapping + external lightmap features and try doing a tiny Doom3 like environment inside of vanilla Q3. I'm sure I'm not the first one to think of this, so I'm wondering if it's possible or if I shouldn't bother? Likel...
- Mon Jan 20, 2014 11:58 pm
- Forum: ID Tech
- Topic: re-uv MD3 without breaking anything?
- Replies: 6
- Views: 3932
Re: re-uv MD3 without breaking anything?
I'll do some tests. It's that or busting out the hex editor, which probably isn't worth the effort.
- Mon Jan 20, 2014 8:50 am
- Forum: ID Tech
- Topic: re-uv MD3 without breaking anything?
- Replies: 6
- Views: 3932
Re: re-uv MD3 without breaking anything?
Well, I don't have the source files, the only way I know to edit them is to convert to a different format for editing and then reconverting using Noesis. But I don't know of any format that keeps vertex animation intact? I need a common format such as .fbx and I don't know if there's any reliable co...
- Sun Jan 19, 2014 3:14 pm
- Forum: ID Tech
- Topic: re-uv MD3 without breaking anything?
- Replies: 6
- Views: 3932
re-uv MD3 without breaking anything?
Hey guys, maybe some of you know this?
There's some MD3 models I want to retexture, but some have really bad uv mapping.
Is there a way to replace the UV without breaking animation etc?

There's some MD3 models I want to retexture, but some have really bad uv mapping.
Is there a way to replace the UV without breaking animation etc?

- Wed Nov 20, 2013 8:57 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Quake 3 Arena - smaller information texts possible?
- Replies: 4
- Views: 8209
Re: Quake 3 Arena - smaller information texts possible?
r_mode -1
r_customwidth 1280
r_customheight 1024
And use ioQuake3
r_customwidth 1280
r_customheight 1024
And use ioQuake3
- Mon Nov 18, 2013 11:05 am
- Forum: General Discussion
- Topic: pretty cool payment method
- Replies: 21
- Views: 5612
Re: pretty cool payment method
'being replaced'... I don't think I've swiped once in the past 10 years.
It's a nice idea, but it seems most of this is incorporated in our state electronic id already.
I'm actually not sure if it's EU wide, but I'm guessing it is.
It's a nice idea, but it seems most of this is incorporated in our state electronic id already.
I'm actually not sure if it's EU wide, but I'm guessing it is.
- Sun Nov 17, 2013 4:57 pm
- Forum: General Discussion
- Topic: If Doom was done today
- Replies: 23
- Views: 8109
Re: If Doom was done today
this is not an exaggeration.


- Sat Oct 19, 2013 11:53 am
- Forum: ID Tech
- Topic: Q3 using shader for skin
- Replies: 7
- Views: 4679
Re: Q3 using shader for skin
You are working on a mod with custom assets you need to know how to make fire explosion models? Yes. Actually it's for use in Tremulous . I'm trying to improve all the default particle effects, among other things. I'm calling the model from it's particle system, the model loads and the particle sys...
- Fri Oct 18, 2013 8:27 pm
- Forum: General Discussion
- Topic: New 100GB Blu-ray Disc may be used for 4K films
- Replies: 83
- Views: 15950
Re: New 100GB Blu-ray Disc may be used for 4K films
The clown is correct. Higher pixel density will equal a wider gamut. I guess it makes sense, it would allow for more true representation of a color gradient across the screen for example. granted it's all relative to the view distance, because technically, if you can actually see the pixels that me...
- Fri Oct 18, 2013 7:50 pm
- Forum: ID Tech
- Topic: Q3 using shader for skin
- Replies: 7
- Views: 4679
Re: Q3 using shader for skin
Some more issues... This is actually for an explosion shell effect. Problem is I can't even get a static skin to load for some reason. The model geometry shows up fine in game. The files are: root/models/fx/explosion/sphere.md3 - inside is a tag_origin which is at 0,0,0, I'm not actually sure this i...
- Fri Oct 18, 2013 4:13 pm
- Forum: ID Tech
- Topic: Q3 using shader for skin
- Replies: 7
- Views: 4679
Re: Q3 using shader for skin
Thanks, this is exactly what I needed to know! 

- Fri Oct 18, 2013 1:19 pm
- Forum: ID Tech
- Topic: Q3 using shader for skin
- Replies: 7
- Views: 4679
Q3 using shader for skin
Hey guys, long time lurker, I've registered though since I thought you guys will know this for sure. I've just started dipping into using .md3. I'm a bit confused though how I'm supposed to add a shader effect to a skin. For example in Q3 a lot of player skins have shader effects on them, but I do n...