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17305

urbanterror mapping Hi, I'm very new to mapping. I'm at bit of lost here. Is Quark stable? I mean as a new user would I bump into features that are currently still in beta?

Jason Haven
Feb 21, 2012
#17305
 

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17302

ATTENTION ALL ACTIVE Q2 MAPPERS!!!! ATTENTION ALL ACTIVE Q2 MAPPERS!!!! Dear fellow mappers, We (clan Q2C) are attempting to organize a Quake 2 mapping contest for sometime in the next month or

William Plews
Jun 24, 2009
#17302
 

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17301

Re: HL2 +Doom3- Models Yes, that's possible, but it's going to take time (and lots of it). We'll certainly put it on our (big) to-do-list! Greetz, DanielPharos

danielpharos
Mar 5, 2009
#17301
 

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17300

HL2 +Doom3- Models Hi! Is it possible to add support for .lwo- and .ase- Models for Doom3 and support for Source- engine models .mdl and displacements to the map editor? That

Dirk Schibelius
Mar 5, 2009
#17300
 

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17299

Re: volumetric lights D3 / Prey Yeah, things get very mathy fast. There's no escaping it! :) If you need more help with this, it's better to open a topic on the main forum about it:

danielpharos
Jan 14, 2009
#17299
 

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17298

Re: volumetric lights D3 / Prey Thanx! Bt thats a bit hard to understand for me, I thought that are something like coordinates. regards Dirk

Dirk Schibelius
Jan 8, 2009
#17298
 

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17297

Re: volumetric lights D3 / Prey Ah, but that's easy: There are nine numbers, written as floating point values. The "e-007"- part means "ten to the power of minus seven" --> almost zero.

danielpharos
Jan 8, 2009
#17297
 

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17296

Re: volumetric lights D3 / Prey Hi! Thanx for that tip, bt I know that already. I found out now, by trying to use the built in editor (thats very hard to use for me) that they use a

Dirk Schibelius
Dec 28, 2008
#17296
 

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17295

Re: volumetric lights D3 / Prey Hi Dirk, One way I have seen people do it (in Star Trek Voyager: Elite Force, a Quake 3-engine game) is just create a normal spotlight, and use see- through

danielpharos
Dec 27, 2008
#17295
 

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17294

volumetric lights D3 / Prey Hi! Can someone tell me how I can create volumetric (foggy) lightbeams like some lamps in Prey's spindle maps have? I looked for hours in da internet but didnt

Dirk Schibelius
Dec 26, 2008
#17294
 

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17293

Re: _decal ? Hi! I did it this way 4 Q3: I made a thin brush (So 1 to 2 units thick) with nodraw texture on it. And at the surface the "decal" shader texture. Then I put

Dirk Schibelius
Dec 18, 2008
#17293
 

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17292

Re: _decal ? The final format of bsp must be same as Quake 3.

H8OR
Dec 17, 2008
#17292
 

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17291

Re: _decal ? Hi! For what game are you mapping? HL2?

Dirk Schibelius
Dec 17, 2008
#17291
 

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17290

_decal ? Hello people.I am almost noob in QuArK and need help to put a decal in my maps. I don't know how to do this with quark. Modify those .map files and write

H8OR
Dec 17, 2008
#17290
 

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17288

Re: OK, who let the spambots in??? [Non-text portions of this message have been removed]

Chris Glenn
Nov 30, 2008
#17288
 
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