Of Course...
why would people here not help you? Even the jerks around here are addicted enough to quake to help anyone as long as they get their quake fix ;)
Seriously though peeps are cool around here and will help mappers out, even going to lengths like editing the map files for you and bug fixing :)
Botswana
#10316 posted by
rebb on 2014/01/06 20:06:50
This should now be fixed in the Jury-Rigged BJP Tools as well.
Test-Build ( will likely become main package soon )
Detail-Brushes should help even in open maps, as their portals will not complicate the vis calculations.
This Is Good
#10319 posted by
Rick on 2014/01/06 20:33:20
This should now be fixed in the Jury-Rigged BJP Tools as well.
I just tried this and there was no change to the marksurfaces count. When I tested the Tyrutils v.14 version last night, I got almost a 5% increase in marksurfaces.
So That's What Was Happening Rick...
#10320 posted by
Breezeep_ on 2014/01/06 22:30:43
Maybe I should move my map away from that boundry point.
Also...
#10321 posted by
Breezeep_ on 2014/01/06 22:32:49
are you guys going to give me my map file that you changed around? or should I continue on the one I currently have?
Didn't Change Anything
#10322 posted by
Rick on 2014/01/06 23:25:38
Just substituted a bunch of textures, saved it in Netradiant, and compiled with Tyrutils v.14
Yes, you need to center the map. Right now it's mostly in the bottom right quadrant and actually extends past the 4096 limit along the right side. Select the entire map and, looking down on it from above, move everything about 1024 units toward the upper left. Not real sure how Trenchbroom views work, as an angle, move everything in the 135 degree direction.
Ok Rick
#10323 posted by
Breezeep_ on 2014/01/06 23:34:24
I'll do that if I have time.
So Yeah...
#10324 posted by
Breezeep_ on 2014/01/07 00:11:29
I just had to get rid of the leaks in my map and compile it. AND EVERYTHING IS WORKING! There's still tiny bugs I can fix but I can't thank you guys enough for helping me fix my first map! I'm starting to love this community! :)
I Keep Thinking There Are Going To Be Screenshots!!!
#10325 posted by
Drew on 2014/01/07 02:25:47
While I'm Here
#10326 posted by
Drew on 2014/01/07 02:27:00
When I try to play a map I'm working on I get the following error from fitz and quakespasm:
Compile Error:
FGD - doesn't need to be merged, but doesn't seem to have everything included?
Mod_LoadBrushModel: maps/smqx11_drew_rumble.bsp has wrong version number (1112756274 should be 29)
Drew
#10327 posted by
madfox on 2014/01/07 03:50:26
dr
who stole the telephone cabin.
so, let there are going to be more
screenshots
Madfox
#10328 posted by
Breezeep_ on 2014/01/07 21:42:48
Looking good, But I think it would be better replacing the textures on the rocks to make it look natural. Just my opinion on that.
I Think You Should Pinstripe The Rocks
#10329 posted by
Spiney on 2014/01/08 02:24:26
with different textures
Cool
#10330 posted by Tronyn on 2014/01/08 02:25:02
Same sort of comment; I'd go with a stone blocks type of texture for the castle walls, and something more like rock and less like sand for the island it's on. That said, looks very impressive with all the little details, the Arabian-style arch on the bridge is interesting too.
Just Remember
#10331 posted by
Spiney on 2014/01/08 02:51:00
texture alignment is for mere mortals
I Just Love Castles
#10334 posted by
Rick on 2014/01/08 03:39:29
and that's all I'm gonna say about it.
Editors
#10335 posted by
madfox on 2014/01/08 04:50:23
Texture of the rocks looks a bit flat indeed.
I'm more concerned about the broad space, as it is only a small part of what happens inside.
Strange the alignment crashes while changing the map from Radiant1.5 to Quark6.4.
I had to start again several times because all rockshapes were scrambled.
Rocks Need Work
#10336 posted by
nitin on 2014/01/08 05:14:50
but I do like the look fo the castle!
Mapping For Episode Going Slow
but I have done a bit of work today...
https://www.dropbox.com/s/999bms3rd67bo07/map2.jpg
https://www.dropbox.com/s/2fyhqwu2e0ky089/map2-1.jpg
https://www.dropbox.com/s/udu13dx47hg9yi4/map2-2.jpg
Had to rework areas a few times, creating map 1 of the episode was easier but that's probably because I now have more experience with making something good with the base texture set.
That Looks Great!
#10339 posted by
Drew on 2014/01/08 20:50:06
Something weird going on with textures in shot 2 though?
Anyways, looking forward to this!