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Tutorial Comments posted by mjt
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@Linken Excellent and indepth tutorial - it would help if we could jump to certain section but I don't know if it can be setup like that in a post - jumping to specific posts yes, but to a specific point within a post?
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On 7/5/2020 at 12:20 AM, Aldro Koon said:
Why should we use this over GTKRadiant again?
I wonder where I said you should Just providing another option here, because I really have grown fond of this tool over Radiant 1.6.6 because of its advanced BobToolZ plugin for Patchmeshes and the new patch primitives. I also like to compile with the version of q3map2 it brings along. Thinking about it, I will now edit the post again to include what I did to get that to work properly.
Granted it's a bit of effort but nothing special.
Aldro Koon likes this -
Folks who checked this out, beware that I have occasionally updated this topic to include my latest findings with regards to mapping the q3map_ parameters in the shaders to their surfaceparm counterpart...
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Just updated the instructions - shader editing no longer necessary during setup
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NRC gamepack only has entity definitions and build menu configs.
I was suggesting installing the assets from the original JA SDKs for shaders, editor relevant textures and so on. Those are not included in the NRC gamepacks. -
@SephFF I summon thee! Do you remember the VIS blocking you did under your terrain? Good for you!
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Yeah, we talked about how CS-Go Battle Royale did VIS blocking. However I never checked out the portal *.prt files so I didn't recognize this was an issue with q3map2 / workflow.
Seems you lucked out!
Single Player Mission Design Part 2: Your First Cutscene
in Mapping
Posted
@Linken Excellent and indepth tutorial - it would help if we could jump to certain section but I don't know if it can be setup like that in a post - jumping to specific posts yes, but to a specific point within a post?