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flibX0r
23
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 8th Mar 2003 06:16
Hi

I'm tryingto load some bsp's in DBPro and its working nicely, and i've fixed so its not so dark anymore, but it appears to me that DBPro doesn't supoort the skymaps that you make with q3radient, or GTKRadient.

I don't think its the editors, cos the skymaps work in quake 3, so i think that DBPro just soesn't support it.

Will it be implemented some time in the future?
"But we couldn't do that Mr Flibble," questioned Rimmer. "Who'd clean up the mess?"
--Twin P4 Xeon, GeForce Quadro 4 128MB, 1Gb DDR RAM, 23" visible Flat Screen--
dreamcrawler
23
Years of Service
User Offline
Joined: 19th Feb 2003
Location:
Posted: 8th Mar 2003 20:46
they dont support it, mr_fribble. It is a quake 3 shader and it seems dbp does not support them. But there is a curious thing about this forum and the developers of darkbasic that check it and answer: They never answer a question about something that is not supported by their program or that seems to be buggy. I wonder why cant they type.... no, it is still not supported. It would be incredibly helpful.

Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 8th Mar 2003 20:51
"They never answer a question about something that is not supported by their program or that seems to be buggy"

Yes they do, but you have to email them. I find that emails to [email protected] normally get dealth with (sometimes takes a few days though)

Current Project: Retro Compo. Entry.
the architect
23
Years of Service
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 9th Mar 2003 01:12
Mr_flibble,

I created my own Skies using spheres. Now I know you are going to say

" You cannot see outside the BSP because it must be sealed and q3 only supports its own skymaps. "

However you can remove some texture files in quake and make adjustments to their alpha map and then use it as a texture for an outer box.

In other words it will create for you a fishtank for your world and then you slap in any sky you damn well please.

At the mo I am developing a street scene and will be polishing up this method. As soon as I remember how I did it I will post it here.

By the way, wot method did you use to brighten up q3 BSP?

flibX0r
23
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 9th Mar 2003 10:08
To brighten up the BSP you add an "ambient" value to the worldspawn entity.

And i don't need to worry about not covering the top, cos in q3radient it will compile but it'll say "Map Leaked", but it'll still compile.

And dreamcrawler, it Mr_Flibble not mr_fribble. Don't insult me

"But we couldn't do that Mr Flibble," questioned Rimmer. "Who'd clean up the mess?"
--Twin P4 Xeon, GeForce Quadro 4 128MB, 1Gb DDR RAM, 23" visible Flat Screen--
the architect
23
Years of Service
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Joined: 6th Jan 2003
Location: United Kingdom
Posted: 9th Mar 2003 12:11
I find the ambient light tends to kill some of the shadow though...

Timpuktu
23
Years of Service
User Offline
Joined: 6th Oct 2002
Location:
Posted: 9th Mar 2003 13:09
BTW if your maps gives you leaks then it dosn't compile light maps. -Timpuktu

System specs: AMD 500MHz, 196MB, GeForce 2 MX 400
10GB HD, Sound Blaster Live! Value, Windows 98 SE

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