Search found 3 matches
- Tue Dec 08, 2015 6:59 pm UTC
- Forum: Level Design
- Topic: map models and light
- Replies: 3
- Views: 11867
Re: map models and light
Found the problem: I used ".jpg" instead of ".tga" for the *BITMAP in my ASE model. Leaving out the extension might work either while ".jpg" does not. The main reason why I want to have some brushes in models is that q3map2 seems to have some problems with many small br...
- Tue Dec 01, 2015 1:26 pm UTC
- Forum: Level Design
- Topic: map models and light
- Replies: 3
- Views: 11867
map models and light
Hi Guys, when i make .ase-models out of brushes created with NetRadiant, put them in a map and compile it, the textures on the models look all matt and flat whereas others are shown correctly. Additionally light emitting textures used in the models don't make any light. It seems that q3map2 is just ...
- Mon Mar 17, 2014 5:53 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 85959
Re: moonbase map concept
Hi ya!
As far as i know the gravity settings can be changed specifically for a map by using the gravity key in worldspawn. In addition there might be a trigger_gravity for changing gravity in a certain area which can be switched on/off.