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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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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? 
Vondur 
No coloured lighting or antilights planned ATM. 
AguirRe 
will the antilights support be planned any time later? 
Heh 
Or do you atleast plan to plan to plan on antlights? 
Antilights 
Antilights are pretty useful sometimes, it'd be nice to have them in your light tool someday, aguirRe... its one of the few things I miss when I use your light tool (other than radiosity, hah).

While things like radiosity might not be feasible, antilights are hopefully possible, I hope you'll consider considering planning to plan to add it later :D 
Hmmm 
this is gonna seem strange, but is it possible to map for halflife from gtkradiant?

ie: is there a converter to convert an quake map into an hl map? 
Necros 
there's official hl support for gtkradiant

as for the converting i'm not sure 
Antilights 
yes, they're very useful especially when u use ambient light, and you wanna make id style arch exit leading into the blackness. it's impossible ot make this blackness with ambient light enabled and with no antilights :) i met this problem now, so i'm puzzled how to solve it... 
Yes... 
i've done HL mapping with gtkradiant. It basically works. 
Heh 
awesome, got the editor set up for it... now, can someone point me towards good hl compilers? 
Necros 
Hellllp? 
Can anyone help me solve this? Last night I tried to replay after a long time 2 mapping masterpieces such as Insomnia and Contract Revoked... both of them made quake crash as soon as I entered the final slipgate to get to the 1st map.... I run MhQuake on a 700 Mhz Amd with 256 mgRam and a Geforce2mx on Windows 2000... When MhQuake Loads up, usually gives these messages (they do not harm gameplay, though, or so it seems....):
unknown command "gl_flashblend"
unknown command "r_maxsurfs"
unknown command "r_maxedges"

Anyone got a clue? Thanx... 
... 
that's because r_maxsurfs and maxedges are for software only (czg put those in so that it would work for both)
and gl_flashblend was probably removed from mhquake (it's that orange sphere that replaces the dynamic light. most people like it off, with the regular dynamic light instead, and it looks like czg put that in there to turn it off by default. 
Q1 Map Tools For Radiant? 
Ive seen links to these on peekaboom's site and on several PQ LOTW pages but all are dead. Id really like to get ahold of these tools so I can use one editor for all my quake mapping needs. :)

Thanks! FaT. 
Basic Antilight Support 
is in testing phase and can hopefully be included in the next Light release. So far it looks good.

It doesn't support all variants that TyrLite does, but I hope it's sufficient. There's no anti-sunlight and it behaves like the TyrLite -nominlimit option is always enabled. 
Great! 
looking forward for the release of the next version of your Light tool 
Q2 Mapping 
First of, thanks to Scampie for telling me about this board - a safe warm place indeed. :) Anyway, I'd like to do some Q2 mapping but have a question and a request before I can start moving the brushes around:

Question: which editor should I use? Unless Worldcraft supports some stuff Queradinat/GTKRadiant doesn't, I'd like to stay with one of the former ones since I used GTKRad when I was playing around with RTCW. Which one of them is more suitable for Q2? GTKRadiant is supposed to be recommended, but it crashed on me only after loading the textures... Is Queradiant more stable?

Request: The best way to learn mapping is IMHO with checking other people's work. Scampie sadly doesn't have sources of his Q2 maps available on his site nor are there any Q2 sources at LvL Open Source, so I'm asking if there are any other sites I should check or even if there is anyone out there willing to share his/her work with me?

Thank you. 
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