Take a look at this:
http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar
See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =)
Take a look at this:
http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar
See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =)
I dont think I ever heard about a good fix for this that works on all graphics cards. It's some bug with q3s render I think.
What you can do, is set up the sky inside a portalsky and instead of mapping a "sky" texture, map a regular texture and project it x100000 kinda. I did that in a test scene back in the days and as far as I remember, that scene did not cause any lines, on any graphics card.
Deluxe.
Are you on a ATI card?
Nah, the leak is here, has nothing to do with "external" compilers.
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Ok, so I took a look at this level, that Conrad sent to me.
The issue here is that the fire2.jpg is faulty, it's probably saved with some compression not compatible with Q3, if you save it as a tga or a regular jpg, it works. This gave the error "Requested feature was omitted at compile time" and forced Q3 to quit while loading the level.
You should also know, that the level has a leak in it, there's a gap in the skybox.
Quote from Daniel NilssonI think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt
Not only do you need to copy it into your own shaderfile, make sure you rename it, just moving the shader won't work.
If the shader was named sfx/hellfog2000 make sure it's named like daniel/hellfog2000
I'm sure you are aware about railings like that and the annoyance when you get stuck, it's like, even if you make them passable, or make small ramps or similar, it's just the notion that you CAN bump in to them and so =/
It's like in your Cores level, when I was running around it, I always thought about all that railing =)
Hey, that looks really cool, nice =)
Make sure you weapclip the floor on the last shot, so rockets and grenades won't get stuck on all the small things sticking out.
The regular hellfog does not emit light, however, the hellfogdense does. You can just edit the shader if you want though.
What fog are you using? Some fogs have lights emitting from them, that can cause strange shadows and spots.
If you have issues with your aas generation, I can take a look at it, I won't optimize the level or any such thing, but I can see what the technical error is. This help ofc extends to everyone in this contest.
Fog get's messed up if it does not properly cover all surfaces around. Make sure you extend the fog brush so it's outside of everything else, then it should work.
Did you place botclip brushes around the level? You should cover _everything_ that is not needed for the bots with this to optimize, even out the ground, cover small details, lower the sky etc
That first shot there, very solid - with that orange sky and all.
Cool! I think it's nice that you are using the same TPs as in Achromatic, it reconnects well. I like when people do that, have a running theme through out their levels.
You mean with patches? Cause if you use models, you can just UW map that however you like I guess...
Yea, that is pretty, I don't know the status around this map now, but you could make a pretty cool "ravine" look here either from a bounce pad or some high point that allows you to see out over the rocky walls, kinda like this:
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I would definitely try that out if you don't have any ideas or so =)
NIce, open terrain FFA type map?
Quote from CastleDo you guys think its too late for me to get in on this? I have a bit more free time and looking to get some more variety to my YouTube Channel.
It would be wonderful if you entered and made a level. You've produced so many levels before, so you know if you are capable of doing something good in a month.
Remove the lightmap.