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  1. From what I remember you have to play around with the juke box, but I could be wrong.
  2. Should be q3map_onlyvertexlighting, but since you say it doesn't happen elsewhere we can probably rule that out. Sorry - I'm out of ideas.
  3. From the image, it seems the walls are vertex lit. I don't know what could be causing that exactly - are you sure the shader doesn't tell the compiler to only do vertex illumination / phong?
  4. Serious Sam: The First Encounter is free on GOG until 26th August, 1 PM UTC.
  5. Since you say you can barely see the colors sometimes, maybe you need a light source. Not sure though, since texture mode without any light should display textures on full bright. But it's worth a try.
  6. F1 2018 is free on Humble Bundle while supplies last or until August 10, 2020 at 1:00:00 PM PDT.
  7. Not sure it will fix this, but try copying all that stuff into a new .blend file - simply create a New File, then Append all the Objects from the old file - and try exporting it. Very wild shot, but honestly I'm out of ideas.
  8. Didn't that happen when you try to export a .glm in Edit Mode instead of Object Mode? Can't remember exactly.
  9. The only thing I can think of that could cause this error would be that you just selected part of the mesh and unwrapped only that part. Make sure you select everything in the mesh (press A until everything is selected in Edit Mode) and try again. Other than that, I don't know.
  10. Warhammer 40,000: Rites of War is free on GOG until 19th July 2020, 1 PM UTC.
  11. From what I remember you can just have it extended and tick the start_open option - that should illuminate the bridge because it's technically physically there when compiled. Not 100% sure it works though, but I think I did it this way a few times.
  12. I generally make them usable func_door entities - they're simplest func_ entity with an already integrated basic movement, so they're pretty much flexible enough for me to use them as doors, bridges and elevators, anything moving on a straight line really. Otherwise you can have them as func_static (maybe with an origin brush too, not sure if it was needed or not) and move them through script.
  13. Personally I've been experimenting with Blender: It doesn't look very good from up close, but I think it can be improved with shaders. The only real problem is that those terrains, being solidified models, don't render grass sprites. For the record, at least the top screenshot spans 3.5 km from side to side, about 5 km from corner to corner.
  14. I personally prefer to use 1.5 for that very reason: vertex manipulation is painful in 1.4 and 1.6. Also, I remember trying 1.3.12 (I believe) once, and I absolutely despised that you basically couldn't scale groups of models as you easily can in 1.5 - not even sure if they were scaled at all. On the other hand, I rarely use one of the latest Radiant versions because (unlike 1.5 - and that's my only gripe with it really) it allows very large maps - 1.5 cuts them off at about +/- 32000 units from the center. As for invisible brushes, I did fall for them a few times in the past, but it's an easy fix once you get the hang of it.
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