Search found 290 matches
- Mon Mar 22, 2004 3:51 pm
- Forum: Off Topic
- Topic: Emergency ! Quick Reply Needed !!!!
- Replies: 19
- Views: 441
- 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 ...
- Mon Mar 22, 2004 10:50 am
- Forum: Public Releases
- Topic: Geschütze *** AA Version available now ***
- Replies: 72
- Views: 3760
- Mon Mar 22, 2004 9:35 am
- Forum: Public Releases
- Topic: Geschütze *** AA Version available now ***
- Replies: 72
- Views: 3760
- Wed Mar 17, 2004 1:21 pm
- Forum: Public Releases
- Topic: Geschütze *** AA Version available now ***
- Replies: 72
- Views: 3760
- Mon Feb 02, 2004 3:27 pm
- Forum: Mapping
- Topic: I have a Nasty Texturing Problem
- Replies: 3
- Views: 167
- Sun Jan 25, 2004 5:44 pm
- Forum: Mapping
- Topic: Settings for sharp light?
- Replies: 24
- Views: 560
- 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 ...
- Thu Jan 22, 2004 4:44 pm
- Forum: Mapping
- Topic: Lod terrain and csg subtract?
- Replies: 5
- Views: 161
- Thu Jan 22, 2004 4:43 pm
- Forum: Mapping
- Topic: Door qustion
- Replies: 1
- Views: 131
- Thu Jan 22, 2004 3:21 pm
- Forum: Mapping
- Topic: Lod terrain and csg subtract?
- Replies: 5
- Views: 161
- Sun Nov 16, 2003 7:19 pm
- Forum: Mapping
- Topic: Detail / Structural
- Replies: 7
- Views: 287
- 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 ...
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 ...
- Thu Nov 13, 2003 8:38 pm
- Forum: Mapping
- Topic: vis_leafgroup
- Replies: 24
- Views: 566
- 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 ...