Search found 21 matches

by junglist
Mon Aug 07, 2006 7:07 pm
Forum: ID Tech
Topic: Silo 2.0 preview
Replies: 4
Views: 2137

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)?
by junglist
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.
by junglist
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 ...
by junglist
Wed Jun 21, 2006 5:24 am
Forum: ID Tech
Topic: OpenMod?
Replies: 3
Views: 1773

When you say "Wikipedia for modmaking", I think of an open repository of code patches for things that most mod authors would want to implement in their mod anyway. arQon wrote an article called "Open Mod Content for Q4" that touched on this issue not long after the game came out....
by junglist
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...
by junglist
Tue Jan 17, 2006 10:51 pm
Forum: ID Tech
Topic: Geocomp4 "Quake 3 Lives" Contest info
Replies: 51
Views: 18167

Hmm... does anyone have archived threads from geocomp 1 or 2?
by junglist
Sun Jan 15, 2006 4:18 pm
Forum: ID Tech
Topic: Originality in mapping
Replies: 38
Views: 12600

I map for the chicks.
by junglist
Fri Jan 13, 2006 4:47 am
Forum: ID Tech
Topic: ydnar's urban textures
Replies: 24
Views: 7820

Ah, those are the ones! Thank you very much, Lukin. :)
by junglist
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! ...
by junglist
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?
by junglist
Sat Nov 19, 2005 4:31 pm
Forum: Quake 4 Discussion
Topic: Galang, a new map for 1v1, beta #3
Replies: 18
Views: 11763

I like the title... do you listen to MIA?
by junglist
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
by junglist
Sat Nov 12, 2005 6:40 pm
Forum: ID Tech
Topic: Can someone explain vertex color?
Replies: 4
Views: 2377

That makes more sense. It was just hard for me to think of a single point in space as having its own color/texture. :)

Thanks both.
by junglist
Fri Nov 11, 2005 2:40 pm
Forum: ID Tech
Topic: Can someone explain vertex color?
Replies: 4
Views: 2377

Here's where I'm confused: when you say "the vertex's texture", how is a vertex's texture determined?
by junglist
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?
by junglist
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 ...
by junglist
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 ...
by junglist
Mon Oct 17, 2005 4:35 am
Forum: ID Tech
Topic: Judging size and proportion
Replies: 20
Views: 7525

"me dear"?

anyway i guess you're right in that it needs "at least" 125.

either way, i wouldn't design anything where players must jump 64 units, but know that it's possible under the right conditions.
by junglist
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...
by junglist
Mon Sep 12, 2005 2:45 pm
Forum: Programming Discussion
Topic: is VC++ 2005 worth a shit?
Replies: 8
Views: 5166

thanks dude. i actually have VC++ 6 standard in a box, so i'll just use that. :icon14:
by junglist
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