Search found 28 matches

by cha0s
Fri Aug 13, 2010 6:48 pm
Forum: ID Tech
Topic: QuakeCon 2010
Replies: 38
Views: 11882

Re: Carmack Keynote at QuakeCon 2010

Wrong year. That's his keynote from 2009. The new one isn't available yet, as it seems. However, Kotaku posted a short snippet of it: http://kotaku.com/5611523/id-unleashes- ... the-iphone
by cha0s
Tue Sep 08, 2009 5:03 am
Forum: ID Tech
Topic: Controlling radiosity bounces saved to lightmap
Replies: 3
Views: 1849

Re: Controlling radiosity bounces saved to lightmap

Afaik, there's no way to do this directly. You could however compile the map twice - once with, and once without bounce - and export the lightmaps of each BSP (-export switch). Then subtract the lightmaps of your BSP without bounce from the one with bounce (with a Photoshop batch, or whatever) and i...
by cha0s
Thu Dec 20, 2007 8:08 pm
Forum: General Discussion
Topic: Short survey about your drinking behavior :D
Replies: 5
Views: 875

Short survey about your drinking behavior :D

Hey guys, we're doing a little market research for our study and therefore constructed a short survey about the product we choose: Jägermeister. We also wanted some results from the US and other countries (we're from germany), and this is the only non-german Forum I'm "active" (haha) in. S...
by cha0s
Sat Apr 07, 2007 4:37 pm
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 37199

Impressive work! Very nice graphics and gameplay wasn't bad either. It's a bit short tough :P

I just read through your .script. Seems the Doom 3 Engine has some more shortcomings than I realized :)
by cha0s
Sun Oct 29, 2006 10:54 am
Forum: ID Tech
Topic: I can't believe you fucking dorks are still wasting
Replies: 5
Views: 1965

You're cute :X
by cha0s
Sun Jul 16, 2006 11:01 pm
Forum: ID Tech
Topic: Mystery of q3dm6
Replies: 14
Views: 5130

damn. doublepost :\
by cha0s
Sun Jul 16, 2006 11:01 pm
Forum: ID Tech
Topic: Mystery of q3dm6
Replies: 14
Views: 5130

There was a bug in the original version of q3map.exe, causing it to lit vertexes far more than it should. q3map2 has a switch (-cpma I belive) to reconstruct this "bug" and make the vertex light as bright as it is in the original id maps.

All IIRC ._.
by cha0s
Mon May 01, 2006 10:41 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

w00t!
looks ... interesting. SP?
by cha0s
Sun Apr 09, 2006 10:08 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

Black_Dog wrote:For Quake 4 you might get away with adding add monster_clip or other clip geometry directly to a model.
collision detection works fine. the thing is, the AI doesn't know the model is there, because it's not compiled into the AAS.
by cha0s
Sun Apr 09, 2006 1:56 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

It's Quake 4.
I just used q3map2 to convert my terrain model (.ase) to brushes (.map). Of course I had to compile a .map with the .ase in it to a .bsp, before decompiling it to a .map - which might be the reason why the result sucked :D
by cha0s
Sat Apr 08, 2006 8:24 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

RTS. I'm aiming for something more like commandos than c&c. Few units, no bases.
But it's still in a very early stage. Just the camera movement, unit selection and unit movement is working so far.
by cha0s
Sat Apr 08, 2006 6:20 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

[lvlshot]http://www.phoboslab.de/shot00010.jpg[/lvlshot] a mod i'm working on. getting the AI to function properly in levels like this is, unfortunately, close to impossible. the engine ignores models (terrain) when creating the AAS. converting the model to brushes (q3map2 ase2map, easygen) also fai...
by cha0s
Mon Feb 13, 2006 5:38 pm
Forum: ID Tech
Topic: Zogg Pak (Q4 mappack) Released!
Replies: 38
Views: 10230

damn you quakerX, now my map looks like shit!

anyway, I put the mappack on my server (q4max):
http://www.chaosquake.de/q4srv/
by cha0s
Mon Feb 06, 2006 10:33 pm
Forum: ID Tech
Topic: Max map size?
Replies: 4
Views: 5051

the size is limited. 131072^3 units is correct (65536 positive, 65536 negative in each direction) thats for q3 > 1.27 IIRC. older versions (without team arena stuff) have max 16384^3 units (again IIRC) - and it might have been only an editor limit. dunno. edit: for clarification: http://www.chaosqua...
by cha0s
Mon Feb 06, 2006 9:27 am
Forum: ID Tech
Topic: q4 map layout. need your help!
Replies: 6
Views: 3240

What the heck is this for? What's the point? What are the limitations? Is this a design that's going to be used for planning/building something real-world? Yep. I'm moving to this room next weekend. If I were going to work on this for general masturbatory purposes, I'd start by knocking out a wall ...
by cha0s
Sun Feb 05, 2006 11:12 pm
Forum: ID Tech
Topic: q4 map layout. need your help!
Replies: 6
Views: 3240

q4 map layout. need your help!

Sry, huge screenshot: [lvlshot]http://chaosquake.de/files/maps/cqroom/cqroom.jpg[/lvlshot] d/l: http://chaosquake.de/files/maps/cqroom/cqroom.pk4 Start with "devmap cqroom" - though this map isn't meant for playing. I slapped this together in like 2 hours, so please excuse the crappy mappi...
by cha0s
Sat Jan 14, 2006 9:34 pm
Forum: ID Tech
Topic: Sturmernte - cq4dm1
Replies: 11
Views: 3661

damn, I didn't notice the wall panel "bug" :\ - RA, MH and YA seems too much for map that size. I would remove RA and add second YA instead i actually tried that, but then players had no real reason to come down to the lower level anymore. the map needs a strong item down there. - teleport...
by cha0s
Sat Jan 14, 2006 6:34 pm
Forum: ID Tech
Topic: Sturmernte - cq4dm1
Replies: 11
Views: 3661

Sturmernte - cq4dm1

Just finished my first Quake 4 map: Sturmernte! I learned quite a bit how Quake 4 works. Peformance is not as good as it could be, if I had planned the map better from the beginning. However, it's still faster than most raven maps. Comments are very appreciated, though I consider this a final - unle...
by cha0s
Wed Jan 11, 2006 11:12 am
Forum: ID Tech
Topic: New Level Design Rule
Replies: 32
Views: 9097

Some of my rules of tp placement include, a) have the TP exit in the same general area as the tp, so its not just an easy escape route b) dont allow the tp to take a player to a significantly advantageous position i can't agree with this. a teleporter should travel the longest possible distance. in...
by cha0s
Mon Jan 09, 2006 8:24 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3285852

small and fast q4 tourney:
[lvlshot]http://www.chaosquake.de/files/images/cq4dm1.jpg[/lvlshot]
by cha0s
Fri Jan 06, 2006 2:41 pm
Forum: ID Tech
Topic: q4 clipping / nonsolid question
Replies: 3
Views: 1984

thank you guys. the batch drawing thing makes sense :)
by cha0s
Thu Jan 05, 2006 11:55 pm
Forum: ID Tech
Topic: q4 clipping / nonsolid question
Replies: 3
Views: 1984

q4 clipping / nonsolid question

i have some tiny details, like debris on the the floor, and i don't want the player to stumble over it. so rather then placing a huge clip brush over the floor, i convert all my debris brushes to a func_static and make it nonsolid (key: solid; value: 0). is this the right way to do it? a func_static...
by cha0s
Thu Dec 29, 2005 3:34 pm
Forum: ID Tech
Topic: High and Dry - Final
Replies: 56
Views: 14853

i like the overall idea of the map and the architecture is interesting as well, however the lighting is just plain boring. i know there's always this conflict between a moody atmosphere and good gameplay, but i think you can achieve both if you'd just try to :P i'm sorry to say, but the lighting see...
by cha0s
Mon Dec 26, 2005 2:48 am
Forum: ID Tech
Topic: Hey guys... cdoom 1.0 is out
Replies: 9
Views: 3701

i just played trough it. there are some maps (or parts of them) which look a bit empty or somehow "unprofessional", but overall its really awesome!
and the whole soundtrack is just ... OMFG! it was so much fun running through the levels with the music pumping.

great work everyone!
by cha0s
Mon Nov 28, 2005 7:19 pm
Forum: ID Tech
Topic: Is there anything special on the targa format at saving it?
Replies: 17
Views: 6224

you also don't need to compress the TGA itself (RLE) if you put it in a compressed pk3/pk4 anyway. zip does a good job at compressing "simple" (few colors, big areas) TGAs