Heh
#1088 posted by pushplay on 2004/02/12 19:52:44
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
#1090 posted by necros on 2004/02/13 00:47:39
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
#1091 posted by Vondur on 2004/02/13 03:15:55
there's official hl support for gtkradiant
as for the converting i'm not sure
Antilights
#1092 posted by Vondur on 2004/02/13 03:17:35
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...
#1093 posted by metlslime on 2004/02/13 04:58:21
i've done HL mapping with gtkradiant. It basically works.
Heh
#1094 posted by necros on 2004/02/13 14:28:23
awesome, got the editor set up for it... now, can someone point me towards good hl compilers?
Necros
#1095 posted by Vondur on 2004/02/13 15:42:21
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...
...
#1097 posted by necros on 2004/02/14 12:29:38
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?
#1098 posted by FaTbOy! on 2004/02/14 14:59:05
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
#1099 posted by aguirRe on 2004/02/14 15:55:37
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!
#1100 posted by PuLSaR on 2004/02/14 16:16:44
looking forward for the release of the next version of your Light tool
Q2 Mapping
#1101 posted by Pokec on 2004/02/14 16:18:10
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.
Q2 Editors
#1102 posted by R.P.G. on 2004/02/14 18:38:15
I suggest QERadiant. It's what I use. If you can get GTKRadiant to work with Q2, then use that.
Q2 Map Sources
#1103 posted by R.P.G. on 2004/02/14 18:42:05
I just remembered that SleepwalkR has released the source for two of his Q2DM maps. Click on "Projects."
http://rem.fov120.com/
GTKRadiant...
#1104 posted by FaTbOy! on 2004/02/14 20:01:46
Has a build specifically for quake2, I just finished downloading it from radiant's website.
I Love Google!
#1105 posted by FaTbOy! on 2004/02/14 20:31:26
It hit me like a thunderbolt as soon as I saw SleepwalkR's name above I knew it was he that peekaboom had mentioned on his website. Alas the links on the site are not working but a google search turned up files on source forge. woohoo! I feel like Homer Simpson after eating a dozen doughnuts. Mmmm...Doughnuts...
Thanks! FaT.
Thanx A Lot Necros....
... you've been very kind... But, does anyone know why Quake crashes when I enter the slipgates? I just can't seem to begin the maps....
I Have No Idea...
#1107 posted by necros on 2004/02/15 11:29:35
but try this.
when you get to then end of czg07a, instead of going through the teleporter, type in the console: "changelevel czg07b" and see if that crashes quake. (it will have the same effect as going through the endlevel trigger, but you won't see your stats.)
Wierd Bug In Fitzquake...
#1108 posted by necros on 2004/02/15 13:23:24
running fitzquake in 1024x768, with gl_clear 1
when i load my map there is nothing.
it's completly gray. i can still move around, and the world is there (i can hear my self pushing buttons and monsters firing at me) but i just can't see anything. turning off gl_clear gives hom.
i understand that the map is unvised and pretty big with lots of wpoly (12000 in one area) but i was able to load the map in tyrann's glquake. is there a max wpoly limit in fq or something? :P
vising the map did fix the fq problem... i'm still confused why one engine was able to load it while the other wasn't...
i also noticed a fairly significant decrease in frame render time in fq as opposed to tyrglquake... fq was doing the same 5000 wpoly scene at around 14ms whilst tyrglquake did the same scene at around 25ms.
what's with that big discrepancy? is it even larger on slower machines?
whatever you did to fitzquake, metlslime, i like it!
Necros:
#1109 posted by metlslime on 2004/02/15 13:29:25
please mail me an unvised (and zipped) version of that bsp; i'd like to check out the bug you mention.
As for why it runs faster on high-poly scenes, this has to do with me rewriting the renderer last version. I'm glad to hear that it worked.
You've Got Mail, Metl
#1110 posted by necros on 2004/02/15 14:34:38
�
Metlslime
#1111 posted by aguirRe on 2004/02/15 17:00:23
In some maps I get a peculiar FQ message "Backup past 0" when moving in certain areas, what does it mean?
I've Always Took It As An Article Of Faith
#1112 posted by HeadThump on 2004/02/15 17:26:21
that QuakeI doesn't support multitextures on single brushes. Never thought it to be a big deal nor necessary though UnReal based games do (Dues Ex, yummmm) support it. And then, just a moment ago I was fiddling around with a decompiled version of Mr Elusive's Start map for Tale of Abbot's Rune, trying to figure out how he set up those staged combats, and I stumble upon this,
{ //brush 2
( -832 8192 8192 ) ( -832 -8192 8192 ) ( -832 8192 -8192 ) sky4 0 -32 0 1 1
( -808 -8192 8192 ) ( -808 8192 8192 ) ( -808 8192 -8192 ) sky4 -40 -32 180 1 1
( 8192 928 8192 ) ( -8192 928 8192 ) ( -8192 928 -8192 ) sky4 -40 -32 0 1 1
( 8192 -8192 32 ) ( 8192 8192 32 ) ( -8192 -8192 32 ) sky4 -40 0 0 1 1
( 8192 8192 64 ) ( 8192 -8192 64 ) ( -8192 -8192 64 ) sky4 -40 0 0 1 1
( -7406 3522 8192 ) ( 7703 -2813 8192 ) ( -7406 3522 -8192 ) sky4 -40 -32 0 1 1
( -4340 7059 8108 ) ( 2034 -8033 8108 ) ( -2856 7686 -8196 ) rock5_2 0 -32 0 1 1
}
And my faith in the sigularity of Quake surfacing is shattered into a million atoms.
I tested this out with an attempt of my own.
// brush 6
{
( 64 256 0 ) ( 64 240 0 ) ( 64 240 -48 ) wiz1_2 0 0 0 0.500000 0.500000
( 128 256 0 ) ( 64 256 0 ) ( 64 256 -48 ) wiz1_1 0 0 0 0.500000 0.500000
( 128 240 0 ) ( 128 256 0 ) ( 128 256 -48 ) wiz1_2 0 0 0 0.500000 0.500000
( 64 192 0 ) ( 128 192 0 ) ( 128 192 -48 ) wiz1_1 0 0 0 0.500000 0.500000
( 64 240 0 ) ( 64 256 0 ) ( 128 256 0 ) wiz1_2 0 0 0 0.500000 0.500000
( 128 256 -48 ) ( 64 256 -48 ) ( 64 240 -48 ) wiz1_1 0 0 0 0.500000 0.500000
}
// brush 7
{
( -64 64 0 ) ( -64 0 0 ) ( -64 0 -48 ) wizmet1_2 0 0 0 0.500000 0.500000
( 0 64 0 ) ( -64 64 0 ) ( -64 64 -48 ) wizmet1_1 0 0 0 0.500000 0.500000
( 0 0 0 ) ( 0 64 0 ) ( 0 64 -48 ) wizmet1_2 0 0 0 0.500000 0.500000
( -64 0 0 ) ( 0 0 0 ) ( 0 0 -48 ) wizmet1_1 0 0 0 0.500000 0.500000
( -64 0 0 ) ( -64 64 0 ) ( 0 64 0 ) wizmet1_2 0 0 0 0.500000 0.500000
( 0 64 -48 ) ( -64 64 -48 ) ( -64 0 -48 ) wizmet1_1 0 0 0 0.500000 0.500000
}
}
And the compiled version did as I expected, no surface textures for the offending sides. So I have come to one canonical conclusion. If you are Mr Elusive, the rule do not apply.
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