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  1. The method I described works on the player model only. I was under the impression that is what fullkevlar was asking about. If you've ever played Taspir Power Complex V3 and entered the control room, there are buttons that change the size of the players pressing them, so it does work, at least in MP. Anything else, I have no idea.
  2. Yes. I think you're looking for SET_MODELSCALE (I don't remember the exact name of the variable). To accomplish it, you will need to use a to target_scriptrunner to fire the script, and you will have to check the runOnActivator flag. When the player fires the script, it will trigger the changes to take place directly on the player.
  3. Sorry it took me so long to respond! I try to grab questions about Radiant right away. I do not have netRadiant, but I just checked my branch of Radiant, and putting an endcap on a bevel is bugged, so it's probably bugged in all versions of Radiant. My best suggestion is to try and build the end cap manually. If you're interested in any further assistance, post a .map file with the patch and I can at least look at it and see if there's anything else going on.
  4. There is only one stage in your shader, and it has a blendFunc. This is blending the texture into what's behind it. If the void is behind it, you'll get the hall of mirrors. To fix it, you need another stage without a blendFunc as the first stage of your shader.
  5. I believe entity modding might accomplish what you're looking for, although I don't know how to do it. If you're just looking for a quick music change, type /music <file path> in the console at any time.
  6. Just a small update. I am still not back to this yet - I have multiple other coding projects going on, so I'm a tad overwhelmed. The big problem is that my largest and most important project is taking place on another computer, and it is impossible to work on both that one and my personal computer. Worse still, the big project cannot wait, so I have to do it first. I will get back to Radiant, I just need a few more months to sort out the boatloads of other stuff!
  7. Try disabling the win32 dialog, too. If that doesn't work, I'm out of ideas. You might be able to copy and paste your work into a different version of Radiant and save from there, but that's a long shot.
  8. A few things I would try. First, make sure you are not using "Save Selected". If that fails, create an empty text file in your base/maps folder, rename it to <yourMapName>.map, and try to save over it in radiant. If all else fails, go into Radiant's preferences, find and toggle the "Use Win32 dialog box" setting, then try saving again to see if that works.
  9. Is this for singleplayer or multiplayer? Scripts are basically barely implemented in multiplayer. I'd say it's very likely that you simply can't do that to the player. Scripts aren't meant to be used on the player, especially if this is for multiplayer. I believe you can set the player's weapon to not draw on the screen in first person, although they can still fire it, if that's any help. It's been forever since I touched scripts, so I might be wrong.
  10. Currently working on ParaTracker 1.5. I have implemented a DDOS protection measure for users to use (Just for the tracker, it doesn't protect the game server!), although I am far from ready for the public to use it at this time. I need to create a way for users to prove ownership of their servers. I'm going to try this with two methods: The user can type their RCON password into ParaTracker, and ParaTracker will send a junk RCON command to the server to see if the password is correct. Alternatively, the user can set a CVAR to a value requested by ParaTracker, and ParaTracker will a
  11. I can answer this. Texture resolution is not really an issue - there is nothing wrong with high resolution textures, as long as each dimension is a power of 2. (1024, 2048, 4096, 8192, etc). Most people just don't make them that large out of habit. As for polycounts, the game is running an old version of OpenGL (1.1 I believe), which can't handle that much geometry without getting highly bogged down. Without a full rewrite of the renderer in a newer version of OpenGL, this will not change.
  12. If it helps, make a fresh install of the game in a different location to be used for editing only. It helps a lot with conflicts and makes a cleaner workspace.
  13. I had chosen to pass on this, mostly because I don't need more stuff laying around. I wish I had gotten them for two reasons - the posters would be wonderfully tacky on my wall, and I did not think the USB drives would have an EXE installer. Regardless - neato!
  14. Think of each face of an areaportal brush as sealing areas off from each other. The correct way to use an areaportal is to texture the entire brush with system/skip, and then on one face of the brush that will completely separate both areas, texture it with system/areaportal. If you texture all sides of a brush with system/areaportal, it will create a void the size of the brush, and when the player steps inside it, all entities will disappear. I don't know if that's related to your disappearing wall issue, but it's certainly something to try. Gotta make sure everything is right befor
  15. Does that wall surface z-fight with any other brushes in Radiant? If it does not, I think this is a q3map2 bug. Your map is probably making a blocksize-related slice directly across that wall. To see if this is the case, open the prtview plugin and load your map's portal file up. If you see that wall running across a larger slice, then yes, that is your problem. There are two ways to fix it: either move the entire map to the side a little bit, or change the blocksize in the worldspawn. One other thing to check, is to make sure your areaportals are done correctly. They should be textured w
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