Search found 290 matches

by rOger
Mon Mar 22, 2004 3:51 pm
Forum: Off Topic
Topic: Emergency ! Quick Reply Needed !!!!
Replies: 19
Views: 441

Ravenshield is the last one I tried my hand on. Never released anything but did almost a complete level until I quit plying that horrible unrealistic game.
by rOger
Mon Mar 22, 2004 3:45 pm
Forum: Off Topic
Topic: Emergency ! Quick Reply Needed !!!!
Replies: 19
Views: 441

More or less the same. You move about differently and you start by subtracting from a solid world instead of adding to a void as in quake. You also do the compile in the editor and a nice touch is that you actually see the lighting while you edit. There are also tons of settings for everything that ...
by rOger
Mon Mar 22, 2004 10:50 am
Forum: Public Releases
Topic: Geschütze *** AA Version available now ***
Replies: 72
Views: 3760

Ok, thanks. I'll zip it up and submit it when I get home. Have to ask my co-mapper for permission first though. But I doubt he will object.
by rOger
Mon Mar 22, 2004 9:35 am
Forum: Public Releases
Topic: Geschütze *** AA Version available now ***
Replies: 72
Views: 3760

So how would I go about adding it to the junk yard pile thing?
by rOger
Wed Mar 17, 2004 1:21 pm
Forum: Public Releases
Topic: Geschütze *** AA Version available now ***
Replies: 72
Views: 3760

Sorry, no I never got around to it. And most likely never will. I'll be willing to give the map file to someone if they feel the want to add it on there own.
by rOger
Mon Feb 02, 2004 3:27 pm
Forum: Mapping
Topic: I have a Nasty Texturing Problem
Replies: 3
Views: 167

This happens sometimes when you make brushes in strange shapes. I've had some luck in turning the brushes detaild to fix the problem. The other solution is to use patches for the cone and arch.
by rOger
Sun Jan 25, 2004 5:44 pm
Forum: Mapping
Topic: Settings for sharp light?
Replies: 24
Views: 560

common/caulkshadow is solid, so the bridge will still be there after is does what it's scripted to do. But if this is explode and end the game it will not matter i guess. In any case you can easily do a non solid caulkshadow if it does matter.
by rOger
Fri Jan 23, 2004 11:05 am
Forum: Mapping
Topic: Settings for sharp light?
Replies: 24
Views: 560

The error seems to indicate that the size of the lightmap is to big. This is probably due to the fact that useing 8 as density will make it 16 times bigger than with the default value of 32. Most likely you don't need sharp shadows on every surface in the game to make it look like it's sharp. I'm ...
by rOger
Thu Jan 22, 2004 4:44 pm
Forum: Mapping
Topic: Lod terrain and csg subtract?
Replies: 5
Views: 161

Check "Color surface flags" in the LOD terrain menu
by rOger
Thu Jan 22, 2004 4:43 pm
Forum: Mapping
Topic: Door qustion
Replies: 1
Views: 131

use func_door instead of func_rotating_door
by rOger
Thu Jan 22, 2004 3:21 pm
Forum: Mapping
Topic: Lod terrain and csg subtract?
Replies: 5
Views: 161

No it's not possible to use CSG, but you can delete individual triangles in LOD-terrain. Use "Edit surface flags" under the LOD-terrain menu.
by rOger
Sun Nov 16, 2003 7:19 pm
Forum: Mapping
Topic: Detail / Structural
Replies: 7
Views: 287

Yes.
by rOger
Fri Nov 14, 2003 1:41 pm
Forum: Mapping
Topic: Texture problem
Replies: 22
Views: 457

Well, then It could be some other problem I guess.

You could try to isolate the problem by copying the part of the map that is affected to an empty map and then compile it. If the error is still there start to remove half the brushes and then compile again. If the problem is still there remove half ...
by rOger
Thu Nov 13, 2003 8:38 pm
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 566

You can have small areas of manual vis. And another thing, compile will not alter anything in you .map file, so there should be no need to use the bak file.
by rOger
Tue Nov 11, 2003 1:28 pm
Forum: Mapping
Topic: Texture problem
Replies: 22
Views: 457

Detailed brushes are not used in the VIS stage of an compile. The VIS stage is what tells the Q3 engine what parts of the map is visible from other parts of the map. Meaning that if you have a high wall that you can't see over or through in the game the engine should not need to draw whatever is ...