LTH, Im Good At Elegant Solutions :)
but i dont map :/
Tigger-On, Necros [and lots of others]...seem pretty clued up. im sure someone here will be able to help soon.....or else email some guys individually.
Um...
#1053 posted by necros on 2004/02/05 19:13:59
there's the site by riot i think, with the q1rad program. he does a good job of explaining how the radiosity works there, i believe...
Hammer Support
#1054 posted by aguirRe on 2004/02/06 05:59:07
(Valve 220 format) is now available at http://user.tninet.se/~xir870k .
Any comments are welcome.
Ah Sweet
#1055 posted by starbuck on 2004/02/06 06:07:43
you'll still need riot's wadconv utility from the site I linked though. Looks like there no longer is any reason not to use aguirRe's bsp and vis.
He'p Meh!
#1056 posted by Morfans on 2004/02/09 04:31:32
Just a quicky. Does anyone have the .map of start.bsp? If so can they please mail it to me. Thanks. morfans@planetquake.com
If not I'll try converting it... :-)
You Could Try Decompiling It
#1057 posted by R.P.G. on 2004/02/09 08:38:25
.
Scragbait
#1058 posted by aguirRe on 2004/02/09 16:28:44
Is your email down or are you just busy? I've sent you four emails the last couple of days without any response.
MIRC Problem
#1059 posted by Zwiffle on 2004/02/10 16:10:49
OK, can't connect to gamesnet, saw that there was a message about moving to gamesurge or something. Will that be up soon cuz I don't have it on my server list, and if it's already up how do I access that server so I can speedmap ? :O
IRC
#1060 posted by R.P.G. on 2004/02/10 16:40:05
GamesNET has effectively moved/renamed to GamesUrge. More details: http://www.gamesurge.net/
The new irc server is irc.gamesurge.net . Your IRC client (mIRC) should have an option for adding a new server.
Gamesurge
#1061 posted by pushplay on 2004/02/10 20:11:25
ActiveGamer.OH.US.GameSurge.net 6667 (Columbus, OH)
Extremity.CA.US.GameSurge.Net 6667 (Fremont, CA )
GameWarriors.NJ.US.GameSurge.Net 6667 (Matawn, NJ )
Geneva.CH.EU.GameSurge.net 6667 (Geneva, Switzerland)
Lausanne.CH.EU.GameSurge.net 6667 (Lausanne, Switzerland )
Netfire.TX.US.GameSurge.Net 6667 (Dallas, TX )
NuclearFallout.CA.US.GameSurge.Net 6667 (Los Angeles, CA)
Oktagone.WA.AU.GameSurge.Net 6667 (Perth, Western Australia)
Osgamers.TX.US.GameSurge.Net 6667 (Dallas, TX)
Prothid.CA.US.GameSurge.Net 6667 (Los Angeles, CA)
RedPhive.BC.CA.GameSurge.Net 6667 (Vancouver, BC)
Slim.NY.US.GameSurge.Net 6667 (New York, NY )
Tukikohta.FI.EU.GameSurge.Net 6667 (Tampere, Finland)
Vigilance.CA.US.GameSurge.net 6660,6667,7000 (Sacramento, CA)
Shambler Blinded My Pak-file
#1062 posted by madfox on 2004/02/11 13:18:24
While adding my maps to a PAK-file, it suddenly
appears all the light has gone out in one of my maps.
Strange because apart of it there is normal light.
Does anyone knows why Shambler has grasped all the light out of the pak-file???
Yeah Shambler
#1063 posted by LTH on 2004/02/11 14:00:11
You big fat northern bully, give him his lights back.
Editor Help...
#1064 posted by necros on 2004/02/11 15:16:23
is there anyway to select all coplanar faces in gtkradiant without doing it manually?
No
#1065 posted by Vondur on 2004/02/11 15:18:45
afaik
but with the newest 1.5 you can select multiple faces, but there are some limitations
I Don't Understand.
#1066 posted by necros on 2004/02/11 16:35:53
you already can select multiple faces with 1.3.12 (what i'm using currently) and have been able to since i started using gtkr...
also, i wanted to know if any who has been using the new 1.4.whatever thought it was worth to upgrade to it...
is the wierdness with the face texture tool still there?
Also,
#1067 posted by necros on 2004/02/11 17:27:19
when i map in gtkr, i like using the "common" textures, those are set up to be transparent and are very nice and clean and obvious.
i'm talking about the clip and trigger textures for q3 btw... however, i don't include the textures in my wad since you can't see these brushes anyway.
my question is, besides saying at startup that there are missing textures, are there any other ill effects?
Necros
#1068 posted by pushplay on 2004/02/11 18:13:24
Some of the engines will freak out. Just include a dummy texture with the apropriate name.
Which Engines?
#1069 posted by necros on 2004/02/11 18:31:26
nt
Necros
Its nice to be as efficient as possible (and so I can see why you'd want to exclude textures that aren't displayed from your wad file) but really... when you're talking about only a few kilobytes per texture of wasted space...
I'd rather put those textures in the wad file than make users put up with annoying error messages at runtime, and possibly cause unforseen weirdness or errors in other engines.
Have some fun with it and make your own clip/trigger textures, if nothing else you might give someone a laugh when they open up the BSP in texmex to view the textures.
By the way, its easy to set up a simple shader for your own clip/trigger textures (or any other textures for that matter) and make them semi-transparent or whatever (I like to do this with my water textures in gtkr).
#1071 posted by . on 2004/02/11 20:41:33
/me remembers Frib's nudie tex's.
Necros
#1072 posted by Vondur on 2004/02/12 01:16:41
i meant multiple face selecton with one mousedrag, not by clicking on each face.
.
#1073 posted by necros on 2004/02/12 01:19:49
Frib: i suppose... i guess i'll do it... clip and triggers textures don't have to be 64x64 anyway, so i'll prolly just stick in some 4x4s or something...
Vondur: i see. that sounds rather usefull too!
QuArK Try...
#1074 posted by JPLambert on 2004/02/12 06:12:56
I've made a try yesterday evening with QuArK 6.4.0.. It's a very great software, very usefull to import BSP, MAP, WAD files, etc.. ... and to create these one also... (I made a little try with the default starting map, and a test using some differents brushes..)
I also try to import a BSP file, but a warning appears during the importation.. there was some missing WAD texture into my library..
So, is there a turnaround to avoid this problem and obtain the full WAD texture file from the imported BSP map ??? Or do I need to create myself the missing brushes and add them into my WAD texture files ???
Err
#1075 posted by R.P.G. on 2004/02/12 08:33:28
clip and triggers textures don't have to be 64x64 anyway, so i'll prolly just stick in some 4x4s or something
I thought normal GLQuake would give a cache mismatch error or something when it tries to load a texture that is a different size but has the same name of a texture it already has loaded?
BSP Extraction Warning
#1076 posted by JPLambert on 2004/02/12 09:03:41
So, if I make some modifications into a BSP extracted map, with such warnings, without re-brush the failing part, does the re-build BSP file will be OK or not ??
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