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Bumpmapping Modifications - Enthusiastic Mappers Required Rate Topic: ***** 1 Votes

#1081 User is offline   Dougy Icon

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Posted 31 December 2010 - 09:27 PM

Okay so i took the q3map2 bumpy files and compiled it on my applemac g4 ppc 10.5.8 :D

Here it is: Q3map2-Bumpy-Mac-OSX-10.5.8-PPC-Build(Terminal-Command-Line-Version)

This post has been edited by Dougy: 08 January 2011 - 11:21 PM


#1082 User is offline   Delirium Icon

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Posted 13 January 2011 - 11:54 PM

Coming along great 27 good work, q3map_noshadow works fine and makes my tree models and plants look better.

would it be possible to add suport of using our own water_n texture? say if I used textures/water/water.tga and it had its own normal map it would use that, but if there was no normal map assigned to that specific texture then it would use your textures/twoseven/water_n.tga

Or having a new shaderline which is something like

%shader name%
{
    surfaceparm blah 
    {
        map %texture path%
        fancywater %path to water normal texture%
        rgbgen etc etc
    }
}



Also r_dof 1 crashes my client on vid_restart no code error message, just exits the application.

This post has been edited by Delirium: 13 January 2011 - 11:56 PM


#1083 User is offline   spazzattack Icon

Posted 14 January 2011 - 11:48 PM

tcmod scale or scroll don't seem to work on lightmapped shaders.
I.E - textures appear wrong size, unless I change to vertex lighting.....
(Same as alpha HD version)

#1084 User is offline   rfx Icon

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Posted 15 January 2011 - 10:05 AM

I threw "ioquake tcmod" at Google and got something interesting back: Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

#1085 User is offline   Delirium Icon

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Posted 29 January 2011 - 11:23 PM

theres a problem with all maps which use a sky with the cloudheight value in skyParms with bumpy, it looks like a badly uvmapped box, check out mandolin for a prime example, all other maps using cloudheight will have the exact same effect.

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#1086 User is offline   Delirium Icon

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Posted 16 February 2011 - 12:39 AM

^ is there a fix for that? The sky looks hideous :/
I fixed my sky by making it a model but other skies dont look so good

#1087 User is offline   xdivodx Icon

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Posted 03 July 2011 - 07:07 PM

Hey guys,
I'm a dumb guy who didn't got "the real english skill" so can someone please explain me in simple words what I have to do that the iobumy is working?
I downloaded it and I extract the file in my urban terror folder. I started the iourbanterror42_bumpy_v7a.exe and it works fine. The next day I wanted to finish my movie with the iobumy but it doesnt work anymore. Idk what was wrong ... It was like the normal Urban Terror ... no shiny effects and no bump. Btw I wanna make a movie like the way Tarquin made his last movie. I imagin he used the iobumy too but I think in his video everything was more shiny (and I don't mean the white light) and I believe that the bump was more "aggressive"... so would anyone please help me?

This post has been edited by xdivodx: 03 July 2011 - 07:08 PM


#1088 User is offline   xdivodx Icon

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Posted 04 July 2011 - 10:01 AM

Can please someone help me???

#1089 User is offline   DagF Icon

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Posted 04 July 2011 - 02:39 PM

I'm not sure this is really the right place?
This is the mapper part of the forum. Where we are making maps.
It looks like you need to ask in the http://www.urbanterr...hnical-support/ tec-suport part of the forum.

GL :)

#1090 User is offline   xdivodx Icon

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Posted 04 July 2011 - 03:22 PM

Okay but can't someone explain me here how I can istall it?

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