Radiant Build Menu
#12809 posted by Spiney on 2013/04/17 17:26:08
I can't seem to customize the build menu in radiant. It keeps resetting itself to default?
#12810 posted by - on 2013/04/18 09:03:18
I never ever managed it either, I just stuck to using .bat files or the most basic options in the menu
#12811 posted by gb on 2013/04/18 14:50:01
I use bash scripts, but MadGypsy has some posts about the Radiant build menu @ quakeone.com. He seems to have it working.
Question
#12812 posted by Ben on 2013/04/19 06:25:58
to high-res textures or not to high-res textures? that is the question
#12813 posted by - on 2013/04/19 09:32:12
not
Not
#12814 posted by SleepwalkR on 2013/04/19 10:11:41
#12815 posted by JneeraZ on 2013/04/19 12:20:44
Absolutely NOT.
Hi-Res Textures
#12816 posted by RickyT33 on 2013/04/19 13:01:50
Should be an afterthought at best.
I made my last map using entirely vanilla Quake textures to ensure that if someone used hi-res textures all of the surfaces would be hi-res.
But it sure would have been nice to use the numerous custom textures available. Ultimately most of the people here anyway like the old-school look. The hi-res monster skins look weird for exmaple because the models themselves have such low poly counts. The game is generally more convincing at it's orginal resolution.
#12817 posted by Spirit on 2013/04/19 14:44:58
High resolution textures can look absolutely gorgeous, especially coupled with no texture filtering (or the items look out of place).
If you were asking about fan-reimaginations of the Quake texture though, I join the choir (apart from Debaser of course).
#12818 posted by gb on 2013/04/19 14:45:07
People outside this forum might like the option to have hi-res textures. I see no problem with them. Perhaps provide the hi-res textures as an optional addon pack.
#12819 posted by necros on 2013/04/19 14:46:50
i've found the greatest enhancement that external textures provides isn't high res, it's freedom from the 256 colour palette.
Texture Density
#12820 posted by sock on 2013/04/19 15:12:44
I personally have nothing against high res texture (I have produced enough of them over the years) but and I mean a big BUT, you have to consider the bigger picture.
If you upgrade something with better textures then the rest of the game has to match as well. I like to call it the Domino Effect and it has to do with texture density not resolution. The key to good texture work is maintaining texture density across all assets.
As necros said, the best upgrade to Quake would be to free all assets from the 256 colour palette and finally have a rich colour environment.
The Biggest
#12821 posted by ijed on 2013/04/19 15:13:35
Problem with hirez is that its usually done badly. Ugly normalmaps and very busy diffuse maps.
When they're nicely drawn they look great.
Unless they're stretched over the lo-rez meshes of monsters.
Textures In Trenchboom
#12822 posted by rgbRandomizer on 2013/04/21 05:32:01
I decided to try out Trenchboom today but I am having problems getting textures to show up. Is TB supposed to load the default textures? I have the editor pointed at my Steam install of Q1 and the models in the entity tab show up correct, but no textures show up in face tab. Under the map properties window its set up for Quake.fgd and looking under id1. I see you can add texture wads here but all of Q1's default stuff is loaded under .pak files.
Is this behavior normal (no textures under face tab) or should I have all of Q1's textures show up in my list?
#12823 posted by erc on 2013/04/21 06:29:48
Textures should be loaded separately. Go grab some .wads from here.
Also,
#12824 posted by - on 2013/04/21 08:17:06
This Is Why...
I'm doing a video tutorial from absolutely zero aka can't map, don't know how to set up directories etc...
Hopefully the first part will be up soonish (I'm only doing the tutorial, it's being edited by a friend).
#12826 posted by Spiney on 2013/04/22 03:23:23
i've found the greatest enhancement that external textures provides isn't high res, it's freedom from the 256 colour palette.
This.
Fog Colour
#12827 posted by Drew on 2013/04/22 07:55:27
when setting a fog command in quoth - how does one set the *colour*?
Drew
#12828 posted by mfx on 2013/04/22 08:42:35
try sth. like
fog 0.037 0.23 0.22 0.21
were the first number is the density and the last 3 values
rgb ranging from 0.....1.
Got It
#12829 posted by Drew on 2013/04/22 08:57:35
thanks
By The Way
#12830 posted by than on 2013/04/22 13:31:18
The fog setting isn't just for quoth, it's supported in most engines on all maps that have that parameters in the worldspawn. I don't think it's a standard parameter though (i.e. not supported in glquake and definitely not winquake), so I don't know why it's not _fog.
So
#12831 posted by Drew on 2013/04/22 14:39:07
in that case you would just add 'fog x' into worldspawn?
Drew
#12832 posted by mfx on 2013/04/22 15:14:01
Yup.
Public Domain Music?
#12833 posted by DaZ on 2013/04/23 14:23:47
Anyone know of a decent website or resource where I can download pd music that would be suitable to use in games? I'm looking for sort of a orchestral ambient type sound but really I'll take anything as long as I can use it without hassle :)
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