Search found 615 matches

by Rayne
Thu Dec 05, 2013 7:09 am
Forum: Urban Terror Discussions
Topic: "The 3PM Project"
Replies: 7
Views: 20085

Re: "The 3PM Project"

johnnyenglish wrote:Nice plan xan, why is it called the 3pm project?

3= third
P= party
M= maps
Just guessing?
Easy on the scotch Johnny boy.
by Rayne
Fri Dec 06, 2013 8:31 pm
Forum: Welcome to CMM
Topic: hi
Replies: 8
Views: 24208

Re: hi

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.
by Rayne
Fri Dec 06, 2013 8:39 pm
Forum: Textures / images
Topic: Custom Skyboxes by Bin
Replies: 7
Views: 23212

Re: Custom Skyboxes by Bin

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...
by Rayne
Tue Dec 10, 2013 4:19 pm
Forum: News and announcements
Topic: New Forum Layout?
Replies: 20
Views: 52517

Re: New Forum Layout?

What the fucking fuckity fuck is going on.....
Who let John drink again.
by Rayne
Mon Jan 06, 2014 9:02 pm
Forum: Alpha
Topic: ut4_freshoffice_a2
Replies: 6
Views: 22385

Re: ut4_freshoffice_a2

In the map, that lighting is just horrible.
by Rayne
Sat Jan 11, 2014 11:27 am
Forum: Shaders / textures
Topic: Alpha shadow casting problem
Replies: 5
Views: 18301

Re: Alpha shadow casting problem

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...
by Rayne
Sat Jan 11, 2014 11:25 pm
Forum: Shaders / textures
Topic: Alpha shadow casting problem
Replies: 5
Views: 18301

Re: Alpha shadow casting problem

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 ...
by Rayne
Sun Jan 12, 2014 11:01 am
Forum: General chit chat
Topic: A new CMM (sneak peak)
Replies: 5
Views: 17630

Re: A new CMM (sneak peak)

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.
by Rayne
Sun Jan 12, 2014 11:02 am
Forum: Shaders / textures
Topic: Alpha shadow casting problem
Replies: 5
Views: 18301

Re: Alpha shadow casting problem

No problem, glad i could still be of help to someone.
by Rayne
Sun Jan 12, 2014 11:14 am
Forum: Shaders / textures
Topic: Can not get custom textures to work
Replies: 14
Views: 33925

Re: Can not get custom textures to work

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...