Cool
#11298 posted by Drew on 2011/07/13 03:27:32
thanks again, might try to make a little thing with this.
Oh Btw
#11299 posted by necros on 2011/07/13 03:27:43
don't hesitate to email bugs to me if you find any! :)
Mdl2map
#11300 posted by Pops on 2011/07/13 07:48:36
Does anyone know where to find this where the .map will open in hammer 3.5 ?
#11301 posted by jt_ on 2011/07/14 00:22:39
it's in openquartz.
NetRadiant For Open Arena. Where Do Textures Go.
#11302 posted by Orion on 2011/07/15 13:12:58
I'm doing some mapping for Open Arena in NetRadiant. Now for some reason my texture have decided not to load up in my texture browser. My question is where abouts do you put the textures once you've unpacked them from the pak file. At the moment I have them in a folder called textures in NetRadiant's baseoa folder. Thanks for any help.
Dont Know
#11303 posted by RickyT33 on 2011/07/15 13:30:43
But this might help you:
http://openarena.ws/board/index.php?topic=3120.0
Makes little sense to me but i never used netradiant. I did read from the link above that you shouldn't unpack anything.....
Hope this helps :D
The Common Shaders
#11304 posted by Orion on 2011/07/15 16:26:50
Thanks for your help. That seems to have done the job.
But I often get this problem where the "common" shaders don't load properly, and whenever I fix it it seems to be by accident and I don't actually know what I did.
This is what i'm talking about...
http://i425.photobucket.com/albums/pp334/charlesr456/Untitled.jpg
Staircase: When To Use Func_wall And When Not To
#11305 posted by raptorE on 2011/07/20 05:28:34
What is the most elegant solution when building a staircase? A staircase creates a large number of triangles and shreds any adjacent faces even more triangles. But, because func_walls do not cast shadows, I hesitate to make every step a func_wall.
The solution I came up with is to have the wall and steps as regular brushes, but to include a sort of railing between them which is itself a func_wall. The stairs appear to be flush with the wall, but they are not. It also adds some nice detail.
However, depending on where the lights are placed it creates some bizarre shadows on the opposing side of the staircase. I had some success by creating a regular brush that hides inside the func_wall version, touching nothing but casting a shadow. But this is less elegant and more messy.
At this point, I�m not sure what to do. Is there a better way?
New To Quake 1 Mapping
#11306 posted by RaptorShadow on 2011/07/20 12:30:21
Hey guys. I'm trying to use GtKRadiant for Quake mapping, but I'm having tons of trouble.
I got the vanilla id textures from Quaddicted and have GtKRadiant itself working.
I made a test box map and am compiling it with hmap2. That appears to work. But when I load it up in Quake, the textures I've chosen don't appear, instead just a placeholder checkerboard texture on every surface.
What am I doing wrong?
OK, I Dont Know About Radiant, But....
#11307 posted by RickyT33 on 2011/07/20 12:50:58
When you export your .map file, you can open it in a text editor (i.e. Notepad), and at the top of the document is the Worldspawn information. There is also meant to be a line which tells the compiler where the .wad files are located. I would check that this location is correct. You can use full root loactions (i.e. "C:\quake\mywads\id.wad").
Success!
Excellent! Worked like a charm. Thank you :)
Just in case, is there any particular trick to using multiple wads?
What You Do Is
#11309 posted by RickyT33 on 2011/07/20 13:11:28
Separate the wad locations with a semi-colon.
Example:
"wad" "C:\quake\mywads\id.wad; C:\quake\mywads\mynexwad.wad; C:\quake\mywads\mylastwad.wad"
Stairs
#11310 posted by ijed on 2011/07/20 16:39:58
It really depends on the complexity of what you're building.
And lots of triangles probably isn't as bad as you think if its in a closed in area.
Post a screenshot so we can see what you're wanting to do.
Yeah
#11311 posted by RickyT33 on 2011/07/20 17:23:05
With limits of 65000 triangles (or 32000 in really old engines), then a few stairs is not really a problem. Trying to over-simplify the architecture by lifting brushes off the ground etc seems like a good idea, but in reality it often creates more portals and clipnodes.
Stairs
#11312 posted by raptorE on 2011/07/22 04:59:35
Thank you guys for the quick responses. I'm going to keep working at it, and if anything significant turns up I'll return. :)
Help..
#11313 posted by delor on 2011/07/22 20:15:13
just for curiosity(eheh)
What if I use progs.dat from Nehahra?
what implications could arise?(eg. one must have Nehahra installed to play my mod?)
I'm creating my own little progs(small changes such as bg-music,deleted weapons I don't need,..)
BUT really I cannot implement a damn working camera for cutscenes!
And I didn't suspect that Quake is so limited with text/message entities!
I need large portions of colored text viewable on screen at different times during my mod for briefing and storytelling.. suggestions please ?
#11314 posted by necros on 2011/07/22 20:27:22
for that... you should probably ask at inside3d and get ready to learn csqc. :P
#11315 posted by delor on 2011/07/22 20:39:48
necros what is csqc? what is that "cs" ?
-already asked at inside3d.. with poor results.. they waste time in minor useless code details but weren't able to explain what I need
My Dream Would Be..
#11316 posted by delor on 2011/07/22 20:45:18
.. making a Q1 machinima in the vein of Nehahra(kudos and respect to it!).. but still missing a camera code and text entities.
Besides I'd prefer stick with my own progs.dat(so no Zerstorer,Custents,etc..)
#11317 posted by necros on 2011/07/22 21:32:36
i dunno what the cs stands for. but it's special engine supported code (requires engines like darkplaces) so you can change the hud or add stuff like text and such.
Client Side
Oh Hey
#11319 posted by necros on 2011/07/22 21:59:23
thanks :)
Necros..
#11320 posted by delor on 2011/07/22 22:26:04
one question.. have u ever used cutscenes in your map?
Nope
#11321 posted by necros on 2011/07/22 22:40:41
i personally can't stand cutscenes unless they're like super short like a couple of seconds or something.
#11322 posted by quakis on 2011/07/22 22:55:48
I'm probably missing something obvious here but not having much luck. How do I set an ambient light level? Using QuakeEd3.1.
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