Search found 2839 matches

by Rab,d
Fri Feb 17, 2017 9:46 am
Forum: D-Day: Normandy 2
Topic: 64bit dll for windows?
Replies: 3
Views: 14163

64bit dll for windows?

Hey guys. :)
Is there a 64bit .dll for current dday build? Please post link if so! Thanks!
by Rab,d
Sat Mar 15, 2014 6:40 am
Forum: D-Day: Normandy 2
Topic: Testers for the road
Replies: 10
Views: 14264

Re: Testers for the road

I downloaded both zips and extracted them, tried connecting to your server but its downloading all the regular dday stuff (models and that). If you don't have my developers pak installed you will need atleast this file placed in your ddaynormandy/dday2 folder. This has all the basic, original dday ...
by Rab,d
Thu Mar 13, 2014 12:47 pm
Forum: D-Day: Normandy 2
Topic: The Road - Preview Screenshots
Replies: 15
Views: 16765

Re: The Road - Preview Screenshots

Nice bridge. :) Layout looks good. Have you tried to use one of the blended terrain shaders on those beziers? The q3map_alphaMod dotproduct2 function will wrap the textures on the beziers much better. It changes the blending per the slope of the patch. Edit this with the 2 textures you want to use o...
by Rab,d
Sat Mar 08, 2014 10:55 am
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

Boons I converted a bunch of bsp to map format and zipped them and emailed them to you. This isn't a good idea. Decompiling a .bsp leaves you with a bunch of split up brushes compounding the difficulty of editing and/or retexturing. Here's all the .qkm and .map files I could find on my comp. I have...
by Rab,d
Sun Feb 23, 2014 8:10 am
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

EGL doesn't support more than one deformvertexes function. Smoke need to use both deformvertexes move and autosprite to look good from all angles. textures/rabid/smoke_1 { qer_editorimage textures/rabid/smoke.tga surfaceparm noimpact surfaceparm nolightmap cull none surfaceparm trans surfaceparm non...
by Rab,d
Sat Feb 22, 2014 9:55 pm
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

https://drive.google.com/file/d/0B17KDX ... sp=sharing
My dropbox is a mess right now...reorganizing. And I am gonna tweak this texture a bit more...gonna add a glimmer effect to it. I'll try and get it posted tomorrow.
by Rab,d
Sat Feb 22, 2014 8:25 am
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

Boons wrote:Waterfall shader request good sir :)
i'll see if I can produce one today.
by Rab,d
Sat Feb 22, 2014 8:24 am
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

All of the above. :) It's a go. I want to get as many maps as we can made. As a team, we'll decide what maps we use as the base campaign and what we will consider "user" maps. I am In the process of reorganizing things to work with FTEQW, instead of EGL...but, making maps is the same. It's just scri...
by Rab,d
Fri Feb 14, 2014 3:48 pm
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

my rbd_fx shader and fire sprite replacement along with FTEQW's awesome dynamic lighting. :) I will be customizing the particle system soon, also.

https://www.facebook.com/photo.php?v=10 ... =3&theater
by Rab,d
Thu Feb 13, 2014 9:42 pm
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

If that is q3bsp how did you change the settings? all my maps show up like a disco party.. Maybe its the shaders that are doing that? You have to use the newest nightly builds. Use -basedir . +gamedir dday2 in command line. Mirrors work, btw http://imagizer.imageshack.us/v2/1024x768q90/819/2pbw.jpg
by Rab,d
Thu Feb 13, 2014 10:00 am
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

Can the SHAEF models be exported to MD3 still? They look warpy because it's MD2, but it the original model development files are still to be foun somewhere (Parts?) then they could be exported to MD3, no? I think the result will look better than MD2 anyway. Not sure. It would be kewl to recompile t...
by Rab,d
Tue Feb 11, 2014 3:37 pm
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

If that is q3bsp how did you change the settings? all my maps show up like a disco party.. Maybe its the shaders that are doing that? It's Q3 .bsp. I have been doing so many "trial and error"'s I can't really tell you how I got it working without that rainbow effect I know you're talking about. lol...
by Rab,d
Mon Feb 10, 2014 5:24 pm
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

Are these pictures from FTEQW gameplay? Does FTEQW support Q2 DLLs? Yes this is FTE. Just a couple problems..but yes can run current dday dll with bots also. The couple problems are big. :) Can't get It it to "always run" cl_run 1 That kinda kills it. And issues with movement in crouch and prone po...
by Rab,d
Mon Feb 10, 2014 8:31 am
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

Been communicating with the author and others that use this engine over at http://www.quakeone.com :) Making some great headway on setting up to use this engine. It's abilities and continued development makes it choice for us. WebGL android port, avi recording, plugins. http://imagizer.imageshack.us...
by Rab,d
Sun Feb 09, 2014 8:00 pm
Forum: General Discussion
Topic: [WIP] remake of Dust for D-Day: Normandy 2
Replies: 18
Views: 13551

Re: [WIP] remake of Dust for D-Day: Normandy 2

Six-Shoota wrote:Rab,d, are you a level designer in some game company. You're damn good.
Well, don't base that on this map...it's not mine. I just tweaked the original. :)
by Rab,d
Fri Feb 07, 2014 8:53 am
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Re: Multi-game engine FTEQW 1.0

Direct3D rendering leaves out Linux users (myself, Dirk, ..) It has references to and command line parameters I would assume you can build it. In the video settings you can choose openGL or Direct3D. Look into it. :) I have been fooling around with it. I works nice on quake 2/dday maps. Looks reall...
by Rab,d
Thu Feb 06, 2014 8:28 am
Forum: D-Day: Normandy 2
Topic: Multi-game engine FTEQW 1.0
Replies: 30
Views: 30160

Multi-game engine FTEQW 1.0

Hey guys/gals... I have been searching for a game engine that I could use for this project rather than egl...or maybe find someone modding egl or something. Well, this morning I ran across this and fooled around with it a bit...it runs our dday maps aswell as our new q3 .bsp maps. It's default setti...
by Rab,d
Thu Feb 06, 2014 5:32 am
Forum: D-Day: Normandy 2
Topic: Brushes with missing/half missing faces on compile
Replies: 13
Views: 15667

Re: Brushes with missing/half missing faces on compile

Make sure your map is centered on the blue lines to help stay within the limits.
by Rab,d
Thu Feb 06, 2014 5:30 am
Forum: Mapping
Topic: Q3 Maps
Replies: 3
Views: 10784

Re: Q3 Maps

Looking for some answers for a few things if anyone knows :) Does Quark or q3 have a size limit on the maps? - Seems over a certain size in game you will teleport to the other side of the map for no good reason. If I can change the size how do I edit this. For making complex blocks in quark such as...
by Rab,d
Wed Feb 05, 2014 9:10 am
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

I have been doing wall and ground textures at 1024 x 1024 and more detail type, smaller textures at 512x512.
by Rab,d
Tue Feb 04, 2014 8:21 am
Forum: General Discussion
Topic: [WIP] remake of Dust for D-Day: Normandy 2
Replies: 18
Views: 13551

Re: [WIP] remake of Dust for D-Day: Normandy 2

Making a better version of this. I removed the sandbag models that killed fps in those spots and in general re-arranged a few things and added more vis blocking to make it very even and fast now. Gonna add more details. Like more variety of textures, switching out crate groups with something more in...
by Rab,d
Tue Feb 04, 2014 7:33 am
Forum: D-Day: Normandy 2
Topic: New textures and requests
Replies: 32
Views: 29598

Re: New textures and requests

Working steady on textures atm. I added some metal and bark and stucco textures. I got an IPhone 5 the other day. It's 8mp camera is working pretty good for raw image shots. And it uploads directly to my dropbox. :) Since I am a Builder, I get a lot of opportunities to take shots of different surfac...
by Rab,d
Mon Feb 03, 2014 6:37 pm
Forum: Off Topic
Topic: Fun phone app
Replies: 0
Views: 16292

Fun phone app

Smule has an app called AutoRap Here's a couple of my tunes. Having fun with it. Make It http://khush.smule.com/autorap_52ef9d792f7a6&v2 Laying in the Sun http://khush.smule.com/autorap_52ee7e73e593b&v2 v http://khush.smule.com/autorap_52ee7e4c4b32d&v2 Feed Your Head Yo! http://khush.smule.com/auto...