Yeah...
#11959 posted by than on 2012/05/03 12:36:19
I was about to answer my own question there. Just figured it out, but thanks :)
Skyboxes
#11960 posted by Mike Woodham on 2012/06/03 10:25:48
I am looking for 'pretty' skyboxes of setsets and/or sunrises - think happiness as opposed to doom laden. Can anyone point me in the right direction (and I don't mean go west young man)
Setsets?
#11961 posted by Mike Bloodham on 2012/06/03 10:38:35
sunsets: the letters aren't even next to each other on the keyboard
In Here You Will Find Some Mike
#11962 posted by anonymous user on 2012/06/03 10:48:00
89.154.61.112
#11963 posted by Mike Woodham on 2012/06/03 11:49:06
Thanks
Some More
Quick Question
#11965 posted by Noname on 2012/06/04 23:26:02
When making quake 1 maps with gtkradiant 1.5, where do I put the texture files? And do I leave them as .wad or export them to a different file format?
#11966 posted by wakey on 2012/06/05 00:10:52
You need wad files directly in your quake directory, e.g.: Z:/Quake/id.wad.
You also need to set the key "wad" with the path to the wad in the worldspawn.
#11967 posted by digs on 2012/06/05 03:54:09
z:/quake/id1/id.wad
Lightmaps
#11968 posted by Mike Woodham on 2012/06/05 11:21:06
Do clip, skip and trigger textures affect lightmaps?
Not 100% On All Of Them
#11969 posted by Preach on 2012/06/05 11:46:12
Trigger textures certainly do - the map compiler has no idea what the classnames on your entities mean and has to assume that you want the option to render them (in fact some speedrunning mods have the option to show triggers in practice mode). Scaling textures that you know won't be seen by massive percentages ought to save some maps.
#11970 posted by necros on 2012/06/05 19:15:20
skip does as well.
from what i understand, the skip'd faces are still in the bsp file, but they are moved to a point after a marker that tells the engine not to draw them, so they are loaded, just not drawn.
#11971 posted by metlslime on 2012/06/05 20:17:00
skip and trigger generate lightmaps.
clip does not.
Theoretically qbsp.exe could be modified to natively understand skip; and then it would be possible to truly remove them from the bsp, reducing lightmaps and marksurfaces. But the current skip tools available merely hide them from rendering using a hack.
Thanks Digs!!
#11972 posted by Noname on 2012/06/06 21:06:12
Compilers
#11973 posted by sock on 2012/06/07 17:56:06
Is there a Q1 compiler which works with func_group entities?
I am currently using TreeQBSP v2.05 (10/04/2007) modified by Bengt Jardrup, but it leaks if I have any func_group entities in my map.
#11974 posted by necros on 2012/06/07 19:59:41
i know that aguirre's txqbsp does. just add -group to enable the support.
#11975 posted by sock on 2012/06/07 20:48:30
I assume you are talking about this version of qbsp? (http://user.tninet.se/~xir870k/)
The program (qbsp) tells me -group is not supported, I checked the readme file and it has no mention of it. Are you using a special version not listed on his homepage?
#11976 posted by necros on 2012/06/07 21:22:43
the file you want is the txqbspbjp.zip which contains his txqbsp. This one supports -group.
it's only his treeqbsp that does not support -group.
Options
#11977 posted by sock on 2012/06/07 21:43:00
Ok that was confusing, I looked at the website and saw qbsp to be newer and assumed it was the correct one to download.
The txqbsp does not support -oldaxis and -transwater switches, I assume this ok?
#11978 posted by necros on 2012/06/07 21:57:47
aguirre's txqbsp uses -altaxis and automatically builds transparent water (you can disable this with -nowatervis)
I Never Really Understood
#11979 posted by Kinn on 2012/06/08 08:42:37
why he maintained 2 slightly different forks of bsp in parallel. It's not as if there were any obvious reasons given regarding why we should use one over the other. I use Tx, for reasons that I can't actually remember now, but I'm sure were valid at the time.
#11980 posted by necros on 2012/06/08 08:47:20
tx supports everything tree does, but also supports floating point coordinates. unless there's anything else, there's really no reason to use treeqbsp.
I Thought
#11981 posted by Kinn on 2012/06/08 08:58:28
that Tree supported floating point in exactly the same way that Tx does. That's what it says in the readme files anyway.
#11982 posted by necros on 2012/06/08 09:00:04
oh maybe it's the 'etp' thing then? enhanced texture precision?
Again
#11983 posted by Kinn on 2012/06/08 09:08:47
supported in both, according to the readmes. In fact, going from the readmes, the main features list of both tools appear to be identical.
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