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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Sounds Like A Job For MadFox! 
 
Take The One I "did" 
Sword 
replace the axe into a sword.

http://members.home.nl/gimli/v_axe.zip 
Madfox 
 
 
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 
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 
I think what was implied was intentional. 
<ijed> 
thank.. but I didn't find your sword..

is it included in Warpspasm ? 
Yeah 
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 
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 
 
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 
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 
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 
 
geez, if they have to play in 16bit, i think they're happy they can play quake at all... :S 
Dust2.. 
Anyone know how I can get a maya or sketch-up version of dust2 for Counter Strike Source? 
Thank Preach 
..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 
 
FrikaC-FIMG Issue 
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? 
n/t 
 
it's like... complete lack of problem solving skills. 
Re: FrikaC-FIMG Issue 
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.. 
..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 
Yes.. I',ve Solved 
..with some trial & error messin' with flip/mirror options.. I was obtaining some unexpected results with "save as.." option 
Question 
can trigger_hurt be toggled? 
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