Negke
#10810 posted by Mike Woodham on 2011/01/29 21:11:00
Yeah, skip brushes do the job. Thanks.
Help Needed Please
#10811 posted by delor on 2011/01/30 02:25:07
Sounds Like A Job For MadFox!
#10812 posted by generic on 2011/01/30 15:03:05
Take The One I "did"
#10813 posted by ijed on 2011/01/30 17:13:44
Sword
#10814 posted by madfox on 2011/01/30 19:44:25
Madfox
#10815 posted by ijed on 2011/01/30 19:50:34
#10816 posted by madfox on 2011/01/30 20:01:24
I still have the feel the sword's too high and clean compared to the axe.
At least it's thin enough to keep view.
Yes.. It's Difficult To Balance The Sword Size
#10817 posted by delor on 2011/01/31 05:02:57
if you make it too big it obstructs everything else..
making it small looks pathetic
And the color is another issue.. better avoid the clear white.
Thanks ya all, If I use one of yours I'll be able to concentrate on levels/gameplay cause it's really a big project(at least in my mind)
I'd Make A Sexual Joke Here But
#10818 posted by meTch on 2011/01/31 05:31:10
I think what was implied was intentional.
<ijed>
#10819 posted by delor on 2011/01/31 14:17:26
thank.. but I didn't find your sword..
is it included in Warpspasm ?
Yeah
#10820 posted by ijed on 2011/01/31 14:40:08
Inside pak0 I think. I'm on a 64 bit machine here so don't have Qme installed to check it though. Will post a more direct link tonight.
It's also in Drake if you've got that.
Ramp Jump Issue Under Different Engines
#10821 posted by ShadoW on 2011/02/01 14:22:53
Hi, so I have that small 45 deg rotated ramp. When I use DarkPlaces, I can easily use it to get to RL level, but somehow can't do it with WinQuake or ezquake. I thought there shouldn't be any physics differences between engines, am I right?
http://shadowsdomain.files.wordpress.com/2011/02/jump.jpg
#10822 posted by kaffikopp on 2011/02/01 17:23:32
There are a few physics differences in DP. Notably, check if "sv_jumpstep" is set to "1". This allows you to go up a step/ledge while you're airborne, which you normally can't do in other engines.
..help With .lmp Files
#10823 posted by Delor3 on 2011/02/06 00:45:29
Hi.. what's the best way to edit .lmp files/gfx.wad ?
I already know adquedit and frikac fimg.. but they have no image editing features to paint
Yeah
#10824 posted by Preach on 2011/02/06 02:29:06
You can't really edit them natively. You need to use one of those tools to covert them to a standard image format like pcx. Then use your most beloved image editor to make the adjustments, and finally convert back when you're done.
Building a level where the idea is it's abandoned and everything is off, thus no light source other than some moonlight (the player switches the power on later and everything comes on).
With 32-bit colour this works okay. 16-bit colour this just makes everything black with specs of green. There many people who run stuff in 16-bit colour these days, and is it bad form to keep something like this? :E
#10826 posted by necros on 2011/02/06 03:37:30
geez, if they have to play in 16bit, i think they're happy they can play quake at all... :S
Dust2..
#10827 posted by ziffon on 2011/02/07 12:11:09
Anyone know how I can get a maya or sketch-up version of dust2 for Counter Strike Source?
Thank Preach
#10828 posted by Del0r on 2011/02/07 14:54:02
..I really want to create a custom hud for my mod.. something that I'd like to see more from Quake mappers
Can I change status bar shape/aspect without messing with C/quakeC ?
No
#10829 posted by jt_ on 2011/02/07 17:22:33
FrikaC-FIMG Issue
#10830 posted by Del0r on 2011/02/07 18:20:37
Please I'm (trying) using Fimg for gfx editing
I've created a custom conback.lmp but the program saves it flipped up/down no matter what I do !?
Flip It Then Save It?
#10831 posted by rj on 2011/02/07 18:43:52
n/t
#10832 posted by necros on 2011/02/07 19:21:58
it's like... complete lack of problem solving skills.
Re: FrikaC-FIMG Issue
#10833 posted by FrikaC on 2011/02/07 20:54:16
Some source image types are misreported as being flipped by DevIL (origin bottom right), when Fimg attempts to save these files as Quake format it does a flip to correct it. You can try using another souce image type. If you're currently using targa (the one DevIL is most confused about) try converting it to bmp with another tool then saving that directly to lmp. Also, make sure you are using the latest version of fimg -- version 2.0
I'm Using 0192 Ver..
#10834 posted by Del0r on 2011/02/07 22:28:59
..the last version gave me a intialize error
and what is Devil you're talkin 'bout?
Fimg would be a very useful program if only more stable
I spent all afternoon with that flip issue
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