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Everything posted by Daniel Nilsson
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Seperate issue, which I think/hoping is an easier one, I packed an .pk3 but it appears some surfaces is missing textures. Weird thing is that the same textures is used on other places and is not missing. I thought it might have something to do with the lighting in some way but the light bake targas is included. Any clues? Here's the .pk3: https://www.dropbox.com/s/506z018ra0emza4/dmdn.pk3?dl=0
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It's quite ridiculous that the first one that's like 20 years old still looks better, it almost gets more impressive the older it gets.
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Here's a version of my level, sadly no bot support at the moment. Having issues with compiling it (see my thread for more info). https://www.dropbox.com/s/506z018ra0emza4/dmdn.pk3?dl=0 Edit: thanks fKd for spotting the errors quickly! Tested in wrong Q3, and it went for the uncompressed version. Updated the file and will look into the missing textures tomorrow (which is weird because the same textures is showing on other places,,,) Edit2: Found why there was missing textures, missed the q3map2 shader file. I hope that was all of the missing textures.
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Tried to write out log file what happend when using the batch file just got this. Looks like I'm doing something wrong but can't figure out what. Opened log bspc.log BSPC version 2.1h, Aug 24 2013 23:20:03 forcesidesvisible = true optimize = true Usage: bspc [-<switch> [-<switch> ...]] Example 1: bspc -bsp2aas d:quake3baseq3mapsmymap?.bsp Example 2: bspc -bsp2aas d:quake3baseq3pak0.pk3maps/q3dm*.bsp Switches: bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS reach <filter.bsp> = compute reachability & clusters cluster <filter.aas> = compute clusters aasopt <filter.aas> = optimize aas file aasinfo <filter.aas> = show AAS file info output <output path> = set output path threads <X> = set number of threads to X cfg <filename> = use this cfg file optimize = enable optimization noverbose = disable verbose output breadthfirst = breadth first bsp building nobrushmerge = don't merge brushes noliquids = don't write liquids to map freetree = free the bsp tree nocsg = disables brush chopping forcesidesvisible = force all sides to be visible grapplereach = calculate grapple reachabilities BSPC run time is 0 seconds Closed log bspc.log Also tried to reinstall radiant if something was broken, no change.
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What? I really don't get this... I've tried from within radiant, from Map2Toolz and I've tried with a batch file... Within radiant the monitor window times out, but if I shut down monitoring It writes to a log file. No really apparent errors. Same w/ Q3Map2Toolz no apparent errors it seems to run. But within Q3 it fails to initilze aas when adding bots... I might be doing something wrong with the .bat file though cause that closes immedietly makeAAS.bat looks like this "F:GtkRadiant-1.6.4-20131213bspc.exe" -bsp2aas "F:Quake III Arenabaseq3mapsdmdn.bsp" -forcesidesvisible -optimize -reach something weird with it?
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"I'll just spice up this 45 degree doorway , with some quick patchwork" - Famous last words JK but first I did some quite tricky windows on a diagonal path and now an arch and it becomes a bit tricky rather quick Next map I'll do in this type of editor I'll try to minimize this at the planning phase.
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Untitled1 - Thurnip's Entry
Daniel Nilsson replied to Thurnip's topic in Quake 3 15th Anniversary Contest
You could try to recover the files with a Ubuntu installation on an USB drive. Have used it before, here's a tutorial (not sure it it was the one I used). If you want to try it, try to use the computer as little as possible, so idealy download the linux install from another computer. There's also other software you can use but this worked for me and was quite simple. edit: forgot the link http://www.howtogeek.com/howto/13706/recover-deleted-files-on-an-ntfs-hard-drive-from-a-ubuntu-live-cd/ -
It's from 2009, sorry if it's been posted before.
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Caldera by Joacim "Grillet" Rappu
Daniel Nilsson replied to Grillet's topic in Quake 3 15th Anniversary Contest
Built w/ what settings? Have noticed some spots w/ fast test gtk-radiant but these settings in Q3Map2 Toolz I don't get spots. "[GtkRadiantpath]q3map2.exe" -meta -v "[levelpath.bsp]" "[GtkRadiantpath]q3map2.exe" -vis -v "[levelpath.bsp]" "[GtkRadiantpath]q3map2.exe" -light -bounce 8 -dirty -fast -filter -patchshadows -samples 3 -v "[levelpath.bsp]" And I haven't even changed lightmap res. probably should though... Where's the settings for that? -
Ok, I have been avoiding adding/ editing my own textures and shaders but I'll guess it's time to jump into that now. Will read up on how to organize and add the content so it gets packaged the right way later. Quick-update: that went faster and better then suspected... I found that if I increased the surface light a bit the the spots went a way... Also addad a q3map_lightRGB so I could color the otherwise bright white light a bit.