According to the FAQ it exports to obj, 3ds, dxf, rib, and pov.
Does anyone care to explain "brush-based displacement painting" (reading from the press release)?
Search found 21 matches
- Thu Aug 03, 2006 4:22 am
- Forum: ID Tech
- Topic: "no data chunk" in wav file
- Replies: 2
- Views: 2092
You were right. It didn't like my wav file exported directly from Reason, either. So I downloaded Audacity, opened the wav, resaved it... and it worked. Good old free software!!
Thank you, Shallow.
Thank you, Shallow.
- Wed Aug 02, 2006 5:57 am
- Forum: ID Tech
- Topic: "no data chunk" in wav file
- Replies: 2
- Views: 2092
"no data chunk" in wav file
I'm trying to add a music file via the 'music' key to worldspawn. When the level loads, the console reads "No data chunk in sound/junglist/blah.wav" and the file does not play. The file is in 22khz 16bit stereo just like every other q3 music track, so I don't get what's going on. It plays ...
- Mon Feb 13, 2006 12:23 am
- Forum: ID Tech
- Topic: Best texture browser?
- Replies: 7
- Views: 2752
Also, try this plugin. Allows you to view .tga files in Windows thumbnail view. http://greggman.com/pages/thumbplug_tga.htm Thumb Plug is good, but I recommend ThumbView Lite since it handles both TGA and DDS. (No need for a separate plugin.) I also like how ThumbView centers smaller images instead...
- Tue Jan 17, 2006 10:51 pm
- Forum: ID Tech
- Topic: Geocomp4 "Quake 3 Lives" Contest info
- Replies: 51
- Views: 18167
- Sun Jan 15, 2006 4:18 pm
- Forum: ID Tech
- Topic: Originality in mapping
- Replies: 38
- Views: 12600
- Fri Jan 13, 2006 4:47 am
- Forum: ID Tech
- Topic: ydnar's urban textures
- Replies: 24
- Views: 7820
- Mon Jan 09, 2006 12:01 am
- Forum: ID Tech
- Topic: ydnar's urban textures
- Replies: 24
- Views: 7820
Thanks all and especially Hipshot for the fast mirror! I think your set may be missing some textures, though. :( I particularly remember different road textures with white lines, double yellow lines, etc. But there's some good shit in there nonetheless - even a few from the Majestic set. So thanks! ...
- Sat Jan 07, 2006 10:50 pm
- Forum: ID Tech
- Topic: ydnar's urban textures
- Replies: 24
- Views: 7820
ydnar's urban textures
Does anyone know where to find ydnar's urban textures that were previously available on shaderlab.com?
- Sat Nov 19, 2005 4:31 pm
- Forum: Quake 4 Discussion
- Topic: Galang, a new map for 1v1, beta #3
- Replies: 18
- Views: 11763
- Sat Nov 12, 2005 6:59 pm
- Forum: id legends
- Topic: Quake marine 3D cardboard model
- Replies: 11
- Views: 6408
Are those really still available? I'll buy one if so.
Reminds me of this: http://www.kk.org/cooltools/archives/000910.php
Reminds me of this: http://www.kk.org/cooltools/archives/000910.php
- Sat Nov 12, 2005 6:40 pm
- Forum: ID Tech
- Topic: Can someone explain vertex color?
- Replies: 4
- Views: 2377
- Fri Nov 11, 2005 2:40 pm
- Forum: ID Tech
- Topic: Can someone explain vertex color?
- Replies: 4
- Views: 2377
- Thu Nov 10, 2005 3:57 pm
- Forum: ID Tech
- Topic: Can someone explain vertex color?
- Replies: 4
- Views: 2377
Can someone explain vertex color?
And is vertex lighting related?
- Thu Nov 10, 2005 3:54 pm
- Forum: id legends
- Topic: Prediction...
- Replies: 19
- Views: 12391
:q1: had style and atmosphere, and that's storyline enough for me when it comes to videogames. At least they can flesh it out more, like Raven did with voice acting, scripting, and cinematics, you know? Whatever technology's hot in a few years is what we can use to rationalize killing shamblers. :D ...
- Tue Nov 08, 2005 8:29 am
- Forum: id legends
- Topic: Prediction...
- Replies: 19
- Views: 12391
Prediction...
Quake 5 will be developed by Gray Matter and Nerve as a continuation of the Quake 1 storyline. The logo will consist of a '5' with a nail through the rounded portion, or five studs running around its circumference. It will be released in 2012, just in time for Timewave Zero to hit and obliterate us ...
- Mon Oct 17, 2005 4:35 am
- Forum: ID Tech
- Topic: Judging size and proportion
- Replies: 20
- Views: 7525
- Sun Oct 16, 2005 11:58 pm
- Forum: ID Tech
- Topic: Judging size and proportion
- Replies: 20
- Views: 7525
You can jump up to 64 units high no you can't, not without RJ. the safest height for normal jump is 32, though i think the absolute maximum is a little higher Yes you can. Try it yourself, make a box map and put a big 64*64*64 unit block in it. I betcha you can jump up there.(i tried this before po...
- Mon Sep 12, 2005 2:45 pm
- Forum: Programming Discussion
- Topic: is VC++ 2005 worth a shit?
- Replies: 8
- Views: 5166
- Mon Sep 12, 2005 8:20 am
- Forum: Programming Discussion
- Topic: is VC++ 2005 worth a shit?
- Replies: 8
- Views: 5166
is VC++ 2005 worth a shit?
It looks like they're offering it for free now (or maybe just the beta), but I don't want it if it's going to be bloatware.
http://lab.msdn.microsoft.com/express/v ... fault.aspx
http://lab.msdn.microsoft.com/express/v ... fault.aspx