Search found 2839 matches

by Rab,d
Wed Sep 28, 2011 8:22 pm
Forum: D-Day: Normandy 2
Topic: New models for the M1 and Springfield
Replies: 22
Views: 22981

Re: New models for the M1 and Springfield

Misfit Model 3d
That's what i use. It's cake and just powerful enough for this level of modeling.
Use version 1.3.8
by Rab,d
Sun Sep 25, 2011 7:46 pm
Forum: D-Day: Normandy 2
Topic: the original dday textures(with a little more) in tga format
Replies: 15
Views: 17985

Re: the original dday textures(with a little more) in tga fo

ok. i can see that. But, convert them to either 24 bit .jpg or .png images.
they use alot less space.
by Rab,d
Sun Sep 25, 2011 5:18 pm
Forum: D-Day: Normandy 2
Topic: bots?
Replies: 1
Views: 9841

Re: bots?

they work exactly the same.
by Rab,d
Sun Sep 25, 2011 5:17 pm
Forum: D-Day: Normandy 2
Topic: the original dday textures(with a little more) in tga format
Replies: 15
Views: 17985

Re: the original dday textures(with a little more) in tga fo

trying to use the original dday textures for a q3 map is a waste of time.
Might aswell make a q2 dday map.
by Rab,d
Fri Sep 23, 2011 5:42 am
Forum: D-Day: Normandy 2
Topic: ERROR: CM_inlinemodel: bad number 2 (2)
Replies: 2
Views: 10558

Re: ERROR: CM_inlinemodel: bad number 2 (2)

do you have a .md2 model in your map?
by Rab,d
Tue Sep 20, 2011 7:49 pm
Forum: D-Day: Normandy 2
Topic: which dday map shall i do
Replies: 7
Views: 12785

Re: which dday map shall i do

dday3
by Rab,d
Tue Sep 20, 2011 5:48 am
Forum: D-Day: Normandy 2
Topic: St Mere Eglise.
Replies: 16
Views: 17987

Re: St Mere Eglise.

not sure...
any errors or warnings during compilation?
Are they textured with some type of shader?
by Rab,d
Sun Sep 18, 2011 6:44 pm
Forum: D-Day: Normandy 2
Topic: Shaders
Replies: 10
Views: 14353

Re: Shaders

did you change the .shader to reflect the new extention?
Also...you have to make or update the .shd file for EGL, too. :)
the .shader files are only for the map making process..because that's what q3map2 recognizes....but EGL uses the .shd files. They are placed in the /baseq2/scripts folder.
by Rab,d
Fri Sep 16, 2011 7:20 pm
Forum: D-Day: Normandy 2
Topic: Shaders
Replies: 10
Views: 14353

Re: Shaders

Boons wrote:ah so only 32bit tgas... rgr thanks
.png also works. And i think it takes less memory with only some loss of quaility. I haven't experimented with it much.
by Rab,d
Fri Sep 16, 2011 7:03 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

Boons wrote:Can you release that new dday2 "developer" kit rabies?
i'll work on a patch this weekend.
by Rab,d
Fri Sep 16, 2011 6:52 pm
Forum: D-Day: Normandy 2
Topic: Shaders
Replies: 10
Views: 14353

Re: Shaders

textures/common/glass { qer_editorimage textures/common/glass.jpg qer_trans 0.4 surfaceparm fog surfaceparm trans fogparms ( 0.8 0.815686 0.717647 ) 5000 fogonly { map textures/common/glass.jpg map $lightmap rgbGen identity } } //textures/common/glass //{ //qer_editorimage textures/common/glass.jpg...
by Rab,d
Tue Sep 13, 2011 6:35 am
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

If you are building to /tmpquark... it won't support the shaders or models. It needs to build to /dday2 folder.
check that.
by Rab,d
Sun Sep 11, 2011 7:04 am
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

Thanks Rabs!!!! i forgot about running all my textures through wally.. i gave it the slightest tint and saved it from wally and wow! hugh difference and the shaders are working properly now! but, i have to even run the prefab textures that came with the install though wally to get the same effect o...
by Rab,d
Sat Sep 10, 2011 6:31 am
Forum: Mapping
Topic: max_patches
Replies: 6
Views: 2521

Re: max_patches

put the .map file in a .zip and post it.
I'll look it over and see if there is anything other than being too big and open wrong with it.
by Rab,d
Fri Sep 09, 2011 9:27 pm
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

you have to darken the texture.

radiant is fine if you can figure out how to insert dday entities.
by Rab,d
Thu Sep 08, 2011 7:39 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

i dont no if i should help by making new maps or making existing maps better, or both Both/ :) http://www.megaupload.com/?d=NVOJP7GG dev kit. I'll post a patch this weekend with all the newer additions. Attached is a .zip of that map i posted above. It uses mostly stuff from the dev pack. So, this ...
by Rab,d
Thu Sep 08, 2011 12:19 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

I think for mapping we need more textures and shaders. Also making prefabs would be great aswell. I am currently on remapping "dday2" for.. rabies dday. Its going to take me awhile as I want it to feel like you are actually in a town.. So slow and high detail will be my mapping ideology. Yeah. This...
by Rab,d
Wed Sep 07, 2011 6:09 pm
Forum: Off Topic
Topic: I thought this was a good movie
Replies: 2
Views: 1338

Re: I thought this was a good movie

Thanks, munf. The first part on his bike through a few streets is my inspiration for a city map i need to make. ;)
it has everything.
by Rab,d
Tue Sep 06, 2011 6:12 pm
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

Boons wrote:how do you make shaders?
They are scripts that tell a texture how to act.
If the texture is listed in a .shader file...it will have instructions. :)
look in /scripts and check it out. open and save with Wordpad.
by Rab,d
Tue Sep 06, 2011 6:08 pm
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

is that why i cant get my map completely dark..i can make a black texture for the border walls and its kinda dark but every texture i use is super bright! i remembered q2 you can adjust the worldspawn light so every texture in the map is equaly dark. so i could start off at pitch black, and insert ...
by Rab,d
Tue Sep 06, 2011 5:58 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

GypsyLlama wrote:Summer is almost over and I have some spare time. If there's anything I can do to help let me know and I'll do my best.
SKilld maPpIng. :)

My dev kit contains everything you need.
by Rab,d
Tue Sep 06, 2011 9:57 am
Forum: Mapping
Topic: q3 mapping
Replies: 15
Views: 5663

Re: q3 mapping

There is only one flag in Q3 mapping. The detail flag. Everything else is controlled by shaders. To set a sky simply teture the border walls(sky polys) with a shader from the skies folder. It must have (shader) written under it. I included several skies in the mapping kit. The sky shaders will autom...
by Rab,d
Fri Sep 02, 2011 6:38 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

I have been trying to compose my thoughts on this whole deal. Sorry for the delayed response. I think the main thing we have to consider is being realistic with our expectations and goals. Remaking all the weapon models...is daunting, timre consuming and a long way off for completion at the rate we ...
by Rab,d
Tue Aug 30, 2011 8:00 pm
Forum: Off Topic
Topic: YOU GUYS ARE STILL PLAYING FTW
Replies: 5
Views: 2240

Re: YOU GUYS ARE STILL PLAYING FTW

off topic?
totally relevant!
by Rab,d
Mon Aug 29, 2011 5:03 pm
Forum: Development
Topic: D-Day2 new stuff thread
Replies: 94
Views: 71092

Re: D-Day2 new stuff thread

Boons wrote:That looks awesome rabies.
Thanks, Boons. Hey your server could be useful for my testing grounds. My server just isn't good enough, atm. Let me know if you are willing to use it this way.