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 ??
#1077 posted by LTH on 2004/02/12 09:49:07
What you say??
Yes, Rpg
#1078 posted by necros on 2004/02/12 11:49:34
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...
#1079 posted by R.P.G. on 2004/02/12 12:15:51
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
#1080 posted by necros on 2004/02/12 12:26:21
i hope your happy. i'm going to pout for the rest of the day!
... :P
Mission Accomplished
#1081 posted by R.P.G. on 2004/02/12 12:58:18
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!
#1082 posted by necros on 2004/02/12 13:13:01
�
So You've Wanked
#1083 posted by necros on 2004/02/12 13:13:34
twice already?
(should have caught that before... :P)
Oh...
#1084 posted by necros on 2004/02/12 13:14:36
wait...
gah... it's too early... ugh
AguirRe
#1085 posted by Vondur on 2004/02/12 13:16:51
so as i got there is no antilight in your light util, right?
Vondur
#1086 posted by aguirRe on 2004/02/12 15:03:02
No coloured lighting or antilights planned ATM.
AguirRe
#1087 posted by PuLSaR on 2004/02/12 16:19:37
will the antilights support be planned any time later?
|