AEon's Quake 4 Mapping FAQ - v3.2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

I use to play online every day, so I use a high tweaked cfg...pasted in the autoexec.cfg.

where can I find a cfg for my mapping time?
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

For teleporters, you should use 'textures/common/trigshotclip' for the material rather than 'textures/common/trigmulti'.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Bill_Brooks
Posts: 2
Joined: Thu Mar 22, 2007 3:45 pm

My Site FPS has moved to a new host.

Post by Bill_Brooks »

After 8 years of no trouble I just lost my host for my site.
So I bought a .com and hosted it with godaddy.

So in a few days all links to F.P.S will be broken.

The old url http://fps.brainerd.net

Should now be http://www.wemakemaps.com The site name will change to We make maps but you could leave it as FPS if you want.

I haven't done any thing in Q3 for a long time now but I do still have many tutorials and the best collection of map models in one spot that I know of.
addseo1115
Posts: 1
Joined: Thu Jun 11, 2015 2:13 am

Re: AEon's Quake 4 Mapping FAQ - v3.2

Post by addseo1115 »

where can I find a cfg for my mapping time?
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AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEon's Quake 4 Mapping FAQ - v3.2

Post by AEon »

Never got around to releasing that info IIRC... been such a long time ago. A lot never got done for that FAQ.
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