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Type: Posts; User: Detoeni

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  1. Replies
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    Re: GtkRadiant 1.6.4 Released

    not in radiant but....
    http://www.bpeers.com/software/q3ase/
  2. Thread: ET: Legacy

    by Detoeni
    Replies
    357
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    78,768

    Re: ET: Legacy

    Nice work!
    Very impressed with what you've done.

    Dt
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    Re: texture gradient transparency

    ello,
    I'm a bit rusty at this, but at a glance your taking your source and adding to it "blendFunc GL_SRC_ALPHA GL_ONE"
    for the effect your after *i think* you should be using a filter.
  4. Thread: Texture door

    by Detoeni
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    1,264

    Re: Texture door

    never do this, you will cause a conflict for every map using this texture.
    Make your own shader, it ant rocket science.
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    Re: Easygen problem

    ok thats a start.
    "C:/Users/Robert/Desktop/terrain.map" - not a valid path, needs to be in "..Enemy Territory/etmain/maps/mymap.map"
    entering scripts/shaderlist.txt (2) - remove custom paks from...
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    Re: Easygen problem

    compile log would help alot as without it we cant see where the compile goes wrong, also the contents of your world spawn would be usefull as some easygen's dump stuff in there that dont help (first...
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    Re: (Models) map-ase

    theres a size limit of 1024 units from origin for md3's to work, although normaly when your models too big it just gets scrunched up into the max size...

    also one of the 1.13.*something* radiant...
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    Re: Skybox shader question

    you should be using q3map_sunExt now-a-days...
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    Re: importing model problems

    can be easly fixed with NPherno's md3 compiler if you dont have modeling software to hand
    http://www.quakeunity.com/file=481
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    Re: New Golden Eye Game

    no need to bring it out on all platforms when this does it so much better...
    http://www.moddb.com/mods/goldeneye-source
  11. Thread: ASE Models

    by Detoeni
    Replies
    2
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    644

    Re: ASE Models

    Your whole map can be one masive ase if you want, but it is more than likely going to compile with errors or not at all (as you'v found).
    I'v never had a problem from lots of small ase's in a level,...
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    Re: Detoeni's Website

    Yep, hosts killed off the site.
    If you are after any of me map or models, all of them can be found here (models are under prefabs):
    http://www.wolfmap.de/
    Copies of the tutorials can be found at...
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    Re: Castle Eltz Beta1 Release

    One of the best looking maps I'v seen in donkeys years. Hats of to yer mate.

    You might want to have a run round with "/r_clear 1", it shows a few small things you might want to fix.
    ;)
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    Re: Tweak Lightmaps?

    It was a blended overlay, terrain in rtcw sp and mp was vertex lit, not lightmapped.
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    Re: Dead Allied Soldier Models

    in Main/mp_pak0.pk3/models/player/multi are the mp md3 player models. If you look at the wolfanim.cfg it lists all the anims (deaths are at the top of the list). If you move the model and skins...
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    Re: Terrain too dark

    just strip the terrain out and stick it a box, should compile in next to no time.

    @OP - seach for hull caulk in this forum and here:
    http://www.surfacegroup.org/forums/

    If you want to make...
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    Re: Dead Allied Soldier Models

    This is just off the top of me head, bear in mind I'v not worked with the engine in more than a few years, so I might be way off the mark.
    There is the dead agent from the first mission, but i think...
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    Re: Ai getting stuck on stairs

    Did you add your shader name to the shaderlist.txt?

    You might want to read through the shader manual, it should be in the main radiant folder (not the one under RTCW) and will tell you most of...
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    Re: Ai getting stuck on stairs

    yep thats the problem. There was a change of use for one of the surface flags in q3map2, to fix this you need to make a new shader with the new surface flag.
    Use some thing like this:
    ...
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    Re: Ai getting stuck on stairs

    http://www.splashdamage.com/forums/showthread.php?t=2729&highlight=playerslick
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    Re: Map won't compile lights

    also compile in a clean install of ET with no custom maps. Your log shows q3map2 is trying to read from 6 shader lists, never a good thing.
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    Re: Shader question

    umm... he did.
    its at the top of his post.
    Although its a jpg texture, you still list it as tga in the shader

    edit: o wait its 256x512 pic, doh. just crop it to the size you need.
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    Re: Smoothing issues with misc_model terrain

    I've come across this before, I wanted to model vertical cliffs into W:ET map and thought ase would be the way to go. As you have seen it don't quite work right. Even when using every shader trick in...
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    Re: making/editing terrain/brushes by hand ?

    In 1.4 select a few brushes that this has been done to. Set your grid size to 8, Ctrl+s just incase a brush collapes, hit v to move to vert mode, Ctrl+g will snap all verts back to the grid, run...
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    Re: Bumpmapping textures ?

    that should be q3map_lightmapsamplesize 1

    I realy got to get that tutorial fixed some day :/

    Have a look at this thread
    http://www.splashdamage.com/forums/showthread.php?t=20378&highlight=bump...
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