 JPG To Texture
#1174 posted by JPLambert on 2004/02/20 02:35:33
Hello,
I try to create new textures using some JPG photos (converted in PCX files and added into a wad file, with some changes in resolution, color, dimensions, etc..), and when I test the map, my texture (applied to a wall for example) stay very "big" comparing to the player view... (for example an artefact of some centimeter in real live appear to be meters in quake for the player !!)
How can I avoid this problem ?? And what is the heigh of the player during the game ??
Thanx
 JPLambert
#1175 posted by . on 2004/02/20 02:47:05
Are the textures sized down to a multiple of 16? Most wall texe's in Quake are 128x128. Smaller textures are 64x64 (like the larger buttons). So like:
16, 32, 64, 128, 256...
I'm not sure what the largest multiple accepted is, someone else should know. But you can do like this: 32 + 16 = 48 so let's say a certain texture works best at 48 x 16... you get the idea.
 Phait
#1176 posted by JPLambert on 2004/02/20 03:11:33
Yes. I've sized textures correctly... The map building crashes if the textures sizes are not a multiple of 16.. It happends in my first tests...
But how to apply a correct size to texture (when applied to a brush), in order to have a player view as close as possible to reality?
Thanx
PS: For infos I've extracted the Zerstorer textures and there exist a 384x384 texture ... So
#1177 posted by . on 2004/02/20 03:15:25
Is the texture applied at scale of 1.0? Are you meaning that you want to see more detail upclose instead of pixels? In that case you'd have to shrink the texture, but you'll still see pixels, just probably not as big.
 Phait
#1178 posted by JPLambert on 2004/02/20 05:26:12
Ah... I didn't see this feature of texture scaling.. I'm going to take a look at the Help file, it certainly has further informations I missed...
Thanx
Bye..
 Antilights, WAD3 Support
#1179 posted by aguirRe on 2004/02/20 06:07:18
and other things are now available at http://user.tninet.se/~xir870k .
Any comments are welcome.
 Hmmm.
#1180 posted by necros on 2004/02/20 11:46:59
you may not want to build a whole level with different texture scaling... for one thing, it messes the lightmaps up something fierce as well as makes qbsp cut up faces more i think.
i tried doing that for a speedmap and it looked awful. mind you the map was pretty bad to begin with... ;)
 LTH
#1181 posted by DaZ on 2004/02/20 15:03:29
Dunno if anyone has answered your Q1rad question, if not then here ya go:
"Coloured light, how?"
use the -exportlit cmd line parm when compiling light.
"light emitting surfaces, any way to stop them being so bright?"
No... :( Unfortunately not, it sucks yeah. Best way to get around it is use light textures with very very dark borders so that the visual effect is subdued / eliminated in MOST cases, or use a light texture where the "light" covers the entire texture, with no border etc..
Happy fun whay!
 Btw
#1182 posted by DaZ on 2004/02/20 15:05:22
q1rad coolness again, try messing with the "-smooth x" option, its fucking lovely, x=max angle q1rad will smooth the light around, set this at around 25-30 and a 12 sided cylinder looks like a 120 sides cylinder, cool effect!
 Bah
#1183 posted by LTH on 2004/02/20 15:08:56
Radiosity is the sawk, I've gone back to trusty old TyrLite. That said, that 'smooth' function sounds interesting - but I can't be arsed to convert all of my coloured lights back into the stupid format that Q1rad needs, instead of the sensible format that TyrLite & co use. And anyways, I don't really like the light-saturating effect that radiosity has.
Cheers anyway!
 Hmmm
#1184 posted by DaZ on 2004/02/20 15:10:36
did you try -bounce 0 and what light brightness settings were you using for your surfacelights?
#1185 posted by LTH on 2004/02/20 19:11:02
What's the point of using a radiosity lighting tool with bounce turned off?
 Errr
#1186 posted by DaZ on 2004/02/20 20:57:12
so you can say "I make teh map look sexeh MOH YEAH!!!"
like duh... :D
 I'm With LTH
Doesn't bounce 0 mean no radiosity? I'm confused...
: )
 AguirRe
My comment is, hurrah!
Thank you all the hard work, aguirRe.
 Well...
#1189 posted by metlslime on 2004/02/21 07:21:36
"radiosity" refers to bouncing light, sure, but in our line of work, it's usually paired with light emitting surfaces. So, if you want light emiting surfaces, but don't care about bouncing light, you might use bounce 0.
Yes, i'm very drunk. And i can still type better than you.
 But...
#1190 posted by LTH on 2004/02/21 08:23:59
As previously stated, I don't care about light emitting surfaces, since they look crap.
 Lodfop
#1191 posted by HeadThump on 2004/02/21 11:44:26
I typed that header with my nipples. The amazing world of wireless.
#1192 posted by LTH on 2004/02/21 12:43:15
You must have some fucking big bitch tits to be able to type with them.
 Lol
#1193 posted by HeadThump on 2004/02/21 14:42:35
Bob has bitch tits -- nope just a set of extremely cold nipples.
 Btw, LTH
#1194 posted by HeadThump on 2004/02/21 14:57:45
glad to see you on the func_board. Does that mean you are you mapping as much as you code these days?
 Lol
#1195 posted by LTH on 2004/02/21 20:37:43
You could say that.
 AguirRe
#1196 posted by Mike Woodham on 2004/02/22 12:24:10
Could you just explain the use of _sun_mangle for me: how are the two parameters used?
 Mike
#1197 posted by LTH on 2004/02/22 12:31:43
x = yaw, y = pitch, z = placeholder.
 LTH
#1198 posted by Mike Woodham on 2004/02/22 12:58:04
Thanks. I understand yaw and pitch but not 'placeholder'.
Sorry to be dense but I have never used _sunlight before: I am only trying it now after reading some comments by AguirRe in this forum.
I have a rather large (high) set of mountains in FMB12 and lighting them is proving difficult.
As a by the way, is 256 the largest texture size that can be used in Quake1 - I can see some pretty obvious tiling?
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