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Here are the Archived entries for 01 2007


KPQ3 Patch for the Gtk-Radiant coming soon
Jan 24, 2007 at 07:21 PM

Image Hello all. Im currently working on a KingpinQ3-Patch for the Gtk-Radiant. I'm making this patch using version 1.50 of the Radiant which you can grab from here.   The patch will make the standard q3map2 compiler ready for the use of the new surfaceparms listed in the post below. You will also be able to choose KingpinQ3 in the first menu when starting the Gtkradiant.  And it will include definitions of the current entities for Deathmatch, Bagman and Capture the flag.
Son!k is almost done with the shaderscripts for the KingpinQ3-textures. So it really looks like we soon will have a pak0.pk3 file, which is ready for mapping. 

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KingpinQ3 map compiler released
Jan 01, 2007 at 12:50 PM

Image Happy new year !  Me and Son!k implemented some additional footsteps and weaponimpact sounds to KpQ3. Quake3 has only two diffrent footsteps (normal, metalsteps) by default and that sux :Z. Footsteps and impactsounds are detected by surfaceflags within the game. When building a map, the mapcompiler parses shaderscripts - which should exist for all textures - and checks for so-called "surfaceparm"'s. If found any, compiler sets surefaceflags and stores it in the .bsp-file it's building. During the game, the gameengine checks the surfaceflags and chooses the corresponding soundfiles.

New surfaceparamter's are:

  1. surfaceparm gravelsteps
  2. surfaceparm metallightsteps
  3. surfaceparm rugsteps
  4. surfaceparm snowsteps
  5. surfaceparm woodsteps
  6. surfaceparm icesteps
  7. surfaceparm crassteps 
  8. surfaceparm marblesteps
  9. surfaceparm metaltinsteps

In Kingpin "metaltinsteps" are used for footsteps and impactsounds of "corrugated iron" and ladders. The standard Quake surfaceparameter "metalsteps" does still exist and is used for heavy iron sounds.

To implement all this lovley stuff, i released a special mapcompiler called "kpq3map". Its a modified q3map compiler. You can download it from here:

KingpinQ3 Map Compiler 

Some mapcompilers support custom surfaceflags. Therefore you need the new surfaceparms and its corresponding surfaceflag, which you can grab from here. if you dont know howto setup your mapcompiler for the use of custom surfaceparms read this.

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