To all those that don't know (if such exist) along with Del, this guy is one of top mappers for this game, ever. So if anyone has problems with a tricky shaders or anything extraordinary, he IS the go to guy.
Awesome renders, but as they are right now, that is all they are, awesome renders. A skybox looks a bit different and there's a special procedure used to create the 6 images used as an actual skybox. Now if you are willing to create that kind of sxyboxes, well that would be fantastic. The basic prin...
Several possible solutions, best for you to do would probably be upping the _lightmapscale to .125 to generate a higher resolution shadow. However, you have to make turn those walls into a func_group entity, open entity editor and addd _lightmapscale .125 key to the func_group. That's a quick way to...
Oh and i forgot something important. The shadow resolution is directly linked to the source of the shadow, alpha channel. So if you use a low resolution image the shadow will be equally as low res. So your best way of doing this is by using just one tiny fragment of that fence and then tiling it 20 ...
Can you make a proper front page? So it's not just a forum? We used to have it on the first website, i loved that front page, allowed for so much interesting stuff to be added to it.
Under edit/preferences/path the path must point to the folder where the engine is. Under file/project settings, a custom quake III modifications needs to be selected and bellow is a box that says fs_game, type in q3ut4 here. If the texture folder still isn't showing, delete it, and create it again i...