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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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Shambler Blinded My Pak-file 
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 
You big fat northern bully, give him his lights back. 
Editor Help... 
is there anyway to select all coplanar faces in gtkradiant without doing it manually? 
No 
afaik

but with the newest 1.5 you can select multiple faces, but there are some limitations 
I Don't Understand. 
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, 
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 
Some of the engines will freak out. Just include a dummy texture with the apropriate name. 
Which Engines? 
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). 
 
/me remembers Frib's nudie tex's. 
Necros 
i meant multiple face selecton with one mousedrag, not by clicking on each face. 
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... 
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 
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 
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 ?? 
 
What you say?? 
Yes, Rpg 
but only if there was a map loaded before it.

...ack! i think i'll just stick to not including the textures and being an asshole!!! argh! 
Or... 
Maybe you should just include the textures like everyone else??

I just did a test, and when I added a new 64x64 texture to a map, the .bsp size went up by 5.47 kilobytes (5604 bytes). So for both a clip and trigger texture, you would be saving less than 11kb. I don't think that will have much impact on in-game performance, especially since you're already designing maps with four digit r_speeds. And you're only saving about two seconds of download time for a modem user. Honestly, why go through the hassle of removing the textures and risk having some engines crash when it's having such little impact in the first place? I can assure you that if the increased performance and smaller filesize had a big impact that id Software would have done it on the original maps. 
FINE!!!@!@!$@4253 
i hope your happy. i'm going to pout for the rest of the day!






... :P 
Mission Accomplished 
Today's todo list:

* Wank. (check)
* Piss off necros. (check)
* Build this room in QERadiant.
* Tell necros that "your" is not the proper contraction of "you are."
* Wank again.

2/5 so far for today. 
Bitches! 
� 
So You've Wanked 
twice already?




(should have caught that before... :P) 
Oh... 
wait...

gah... it's too early... ugh 
AguirRe 
so as i got there is no antilight in your light util, right? 
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