Search found 28 matches

by LDAsh
Sun Apr 24, 2022 6:53 am
Forum: ID Tech
Topic: What are you working on?
Replies: 54
Views: 592507

Re: What are you working on?

Just an indie project without an engine (or multiple engines) using Radiant because can have scalable patch-mesh and mapobject iterations (using GAWK to automate LOD stages) in a text-based format, beside just loving and working the quickest with Radiant. https://www.violationentertainment.com/ ... ...
by LDAsh
Sat Apr 23, 2022 6:25 pm
Forum: ID Tech
Topic: What are you working on?
Replies: 54
Views: 592507

Re: What are you working on?

Really looking forward to actually getting all this stuff into the engine with full normalmapped materials, particles and env-FX, and proper shadow-casting lights, etc. and coming back with some lovely 4K shots. For now, these are some low-res shots straight from DarkRadiant cam-view, using only the...
by LDAsh
Wed Dec 29, 2021 4:58 am
Forum: ID Tech
Topic: State of the art Q3 lightmap building
Replies: 8
Views: 6498

Re: State of the art Q3 lightmap building

Noesis can apparently do all of this:-
https://richwhitehouse.com/index.php?co ... ojects.php
by LDAsh
Sun Apr 11, 2021 1:20 pm
Forum: General Discussion
Topic: Doombringer demo
Replies: 1
Views: 865

Doombringer demo

I figured I'd post this, since nobody else seems to have mentioned it. D3W (ex)regular Kristus (and associates) bring more Quake-style arena-DM action to the world:- https://www.doombringer.eu/ https://www.indiedb.com/games/doombringer [youtube]https://youtu.be/nQVy3JppXPk[/youtube] I personally thi...
by LDAsh
Mon Nov 02, 2020 2:50 am
Forum: ID Tech
Topic: Double map madness
Replies: 13
Views: 11388

Re: Double map madness

These are really excellent pieces of work, look beautiful and demonstrate some great mapping skills. I find them very inspirational and have been closely studying them both for ideas for my own mapping.

You should be proud. I encourage everyone to check them out.
by LDAsh
Tue Oct 06, 2020 7:51 am
Forum: ID Tech
Topic: What's better: *.jpg or *.tga?
Replies: 12
Views: 8781

Re: What's better: *.jpg or *.tga?

As far as I know, using JPG was 100% all about download and filesize. It has no bearing on in-game performance because the engine will treat it as any other data in the texture buffer. PK3 compression is more or less going to give you the same benefits as compressing your TGAs to JPGs. Not directly ...
by LDAsh
Mon Jun 22, 2020 12:43 am
Forum: ID Tech
Topic: Questions about Radiant
Replies: 9
Views: 6909

Re: Questions about Radiant

Could be AA and/or v-sync?
by LDAsh
Tue Aug 20, 2019 6:09 pm
Forum: ID Tech
Topic: Blender 2.80 - Have anyone tried? And other questions...
Replies: 4
Views: 4005

Re: Blender 2.80 - Have anyone tried? And other questions...

If you're looking for some command-line tools, you're bound to find it hidden in here:- https://www.quaddicted.com/files/tools/ But I think that would be only good for static mapobjects. If you want animated models like characters and weapons, I'm not sure, last time I did that was using MilkShape. ...
by LDAsh
Tue Aug 20, 2019 12:31 pm
Forum: ID Tech
Topic: Blender 2.80 - Have anyone tried? And other questions...
Replies: 4
Views: 4005

Re: Blender 2.80 - Have anyone tried? And other questions...

Grid scale should be set to 0.64 and subdivision of 8, but it can depend entirely on exporter scaling options too. I don't know what kind of exporting support 2.8 has, I imagine it will take a long time to build up again, but you should be able to use earlier versions of Blender. If not, something l...
by LDAsh
Wed Jul 03, 2019 2:58 pm
Forum: ID Tech
Topic: Terragen 4
Replies: 2
Views: 4719

Re: Terragen 4

Sadly, professional version is subscription only, and at $525 a year. This isn't likely to sit too well with indies and I personally despise all subscription licenses.

If it's for hobbyist to toy with for free then it's great if it's that simple.
by LDAsh
Mon Jun 24, 2019 5:01 pm
Forum: ID Tech
Topic: Brushwork generators ('Mapgen')
Replies: 2
Views: 4563

Re: Brushwork generators ('Mapgen')

So here we go, someone on the #etlegacy IRC channel was able to help me dig this up... https://dev.etlegacy.com/attachments/280/fate-shot.jpg Freehand Adaptive Terrain Editor:- http://www.violae.net/temp/FATE_0_13_Win32_setup.zip I read that it doesn't export, but after playing with it I found that ...
by LDAsh
Sun Jun 23, 2019 8:56 am
Forum: ID Tech
Topic: Colour of func_group
Replies: 4
Views: 4743

Re: Colour of func_group

That's interesting and I might have figured that out, except the Quake 4 gamepack never included an ent file. I suppose I could just make one.

So it seems Radiant gets its colours first from those ent files > then packed def files > then extracted def files > then its own defaults.
by LDAsh
Sat Jun 22, 2019 1:46 pm
Forum: ID Tech
Topic: Colour of func_group
Replies: 4
Views: 4743

Re: Colour of func_group

Oh wow, absolutely! I was changing the entities.def file, but it was actually the func.def inside the PK4 that finally made the difference. All this time I was poking around in the wrong files...

Thanks a million. :cool:
by LDAsh
Sat Jun 22, 2019 11:25 am
Forum: ID Tech
Topic: Colour of func_group
Replies: 4
Views: 4743

Colour of func_group

This is something that I really want to change, but I can't find it in any menu or file. I believe it's coded into the software, I'm specifically talking about GtkRadiant 1.5 and NetRadiant, specifically idTech4 support. The func_group entity makes brushes black and I'd like it to be something that ...
by LDAsh
Wed Jun 19, 2019 9:32 am
Forum: ID Tech
Topic: Brushwork generators ('Mapgen')
Replies: 2
Views: 4563

Re: Brushwork generators ('Mapgen')

Hey, thanks man! That actually really did help a lot, because I threw the filename into Google and hoping to find some old lost FTP folders, and sure enough:- http://urtmaps.prkl.org/tools/ SurfaceGenerator is something that does pretty much what I was remembering. I read it even was based on the pr...
by LDAsh
Wed Jun 12, 2019 1:31 am
Forum: ID Tech
Topic: Brushwork generators ('Mapgen')
Replies: 2
Views: 4563

Brushwork generators ('Mapgen')

I vaguely remember some tools that could spit out a .map file of various customised shapes and objects (like stairwells) and I wanted to dig them back up and see how useful they still are, and see how one might go about using them to expand upon with more scripts. Although most of them are for idTec...
by LDAsh
Wed May 01, 2019 7:39 am
Forum: ID Tech
Topic: MD3 Viewer
Replies: 6
Views: 11687

Re: MD3 Viewer

If you're looking to quickly view 3D models from opening them in Explorer, I can recommend this:-
https://castle-engine.io/view3dscene.php

For displaying 3D models on a webpage, I found this pretty easy to set up:-
https://www.x3dom.org/
by LDAsh
Wed Dec 12, 2018 6:08 am
Forum: ID Tech
Topic: New Textures
Replies: 34
Views: 26906

Re: New Textures

More beautiful texturing work, and extremely generous because such professional quality should certainly earn a tidy profit.
by LDAsh
Mon Dec 10, 2018 11:50 pm
Forum: ID Tech
Topic: Quake related data recovery issues.
Replies: 5
Views: 4697

Re: Quake related data recovery issues.

I've had a lot of luck with this:-
https://www.cgsecurity.org/wiki/TestDisk

Depending on the issue/damage, this will either recover your files or you'll end up paying a LOT more than that and likely just get back corrupt junk for your money and time.
by LDAsh
Sat Oct 27, 2018 2:29 am
Forum: ID Tech
Topic: How to tune vertex light?
Replies: 10
Views: 6962

Re: How to tune vertex light?

That's really interesting and good work figuring that out.

I wonder how it would turn out to invert the vertex light and use that to subtract from an enhanced lightmap, to add even more contrast to the visuals. Or maybe to shift hues to give an iridescent quality to everything.
by LDAsh
Sun Jul 15, 2018 4:14 am
Forum: ID Tech
Topic: Moving trigger_hurt
Replies: 9
Views: 6723

Re: Moving trigger_hurt

These kind of things can be faked with the "shooter" entities, but requires a custom (invisible/silent) projectile, which I don't remember being too hard to set up.
by LDAsh
Sun Jun 17, 2018 8:17 am
Forum: ID Tech
Topic: gg
Replies: 11
Views: 9187

Re: Export from Blender to Quake 3 map?

You'd be importing models (split into pieces by visibility) into Radiant anyway, and needing to put a lot of clip-brushes around your geometry to help simplify collision, and using caulk to "hull" the map and use portals. It really all depends on the complexity of what you're planning. I'm...
by LDAsh
Fri May 25, 2018 1:31 pm
Forum: ID Tech
Topic: How do you guys plan your future maps?
Replies: 8
Views: 5381

Re: How do you guys plan your future maps?

I've been using an Android app called Skedio. It can export my "blueprints" to SVG which can then be converted to various 3D formats, imported into Radiant as a mapobject and used as a direct reference. Qubism also deserves a mention but it's not the easiest thing in the world to use. It c...