So I Decided To Try GTKRadiant...
#12810 posted by
Breezeep_ on 2015/11/09 03:34:27
Result of Boredom
I still would prefer Jackhammer, since Radiant seems to be more complex and challenging to master.
Hehe
#12811 posted by
necros on 2015/11/09 05:30:03
it's funny you say that as, coming from a radiant background, i find hammer editors very difficult.
#12814 posted by
Zwiffle on 2015/11/09 23:34:00
Are those custom textures in shot #3 of red brick alpha blending into green brick?
That Looks Fantastic!
#12815 posted by
Breezeep_ on 2015/11/09 23:54:57
It's a shame he isn't around here on func_ anymore.
#12816 posted by
skacky on 2015/11/10 00:36:30
The bone recess in pic 1 is awesome. I'm ashamed I didn't think of that earlier.
Conveyor Belt?
#12818 posted by
mankrip on 2015/11/10 03:32:40
It reminded me of this infinite scroller experiment I've made over two years ago:
https://youtu.be/-qvli2BFIGk
Mankrip
dat potato resolution. Do you have a higher res video?
#12820 posted by
mankrip on 2015/11/10 10:26:55
I don't remember. That thing is really old.
Like Over Two Years Old
#12822 posted by
Kinn on 2015/11/10 12:53:37
I think computers were made out of vacuum tubes back then, so give him some slack.
ROFL
#12823 posted by
mankrip on 2015/11/10 14:47:04
:D I love this place.
Anyway, the variable framerate of the Quake engine (in that case, FTEQW) made the loop get out of sync, so the floor repositioning is noticeably abrupt, and the mountains behind the trees aren't spaced correctly.
This is why one of my goals is to implement scrolling textures. It will be a much better, cleaner, easier, more flexible and more accurate approach.
#12824 posted by
necros on 2015/11/11 00:31:28
wouldn't mind scrolling textures for waterfalls, actually.
but then no one will use it until other engines have it too. :(
#12825 posted by
metlslime on 2015/11/11 00:35:56
as long as the texture name prefix for it isn't '(' or something dumb, you might have a chance...
#12826 posted by
necros on 2015/11/11 01:49:08
well we already have {, so using } would be a nice bookend to that atrocity!
Where Is Sock Posting This Stuff
#12827 posted by
Drew on 2015/11/11 02:47:33
?
Make Sure
#12830 posted by
SleepwalkR on 2015/11/11 13:14:41
To use something that turns your grammar from context free to context sensitive. That would give me another chance to get told to fix my parser when I complain about it.
@necros
#12832 posted by Spike on 2015/11/12 08:17:38
I *REALLY* hope editors have started properly using quotes when saving .map files by now...
it'd be really nice to NOT use yet more name prefixes as they tend to fight each other. Maybe we should start hiding our extra surface attributes inside // comments for backwards compatibility! :P
#12833 posted by
metlslime on 2015/11/12 08:43:40
if we rely on comments then we have to add support to all the map editors, and the map compilers also need to add support and it won't be in comments since there aren't any in a bsp file. If we use prefixes then the only the engines need to add support for the feature.
Spike
#12834 posted by
SleepwalkR on 2015/11/12 10:17:57
What so you mean by using quotes properly? Texture names are not enclosed in quotes, at least according to the unofficial map specs:
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_2.htm#CMFMF