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 :)
Here:
#12834 posted by RickyT33 on 2013/04/23 14:26:52
#12835 posted by Spirit on 2013/04/23 14:40:21
PD is hard to find, I would suggest creative commons instead. And for that check my recommendations in the music thread or be more specific.
DaZ
This -
http://incompetech.com/
I'm pretty sure Mike Woodham used it on his last map. Not bad stuff either (egoraptor and harry patridge have both used his music)
Database Error :(
#12837 posted by DaZ on 2013/04/23 17:24:31
I'll check it later! Thanks.
Outdoor Lighting/fake G.I. Tut
#12838 posted by slapmap on 2013/04/23 20:08:27
Wrote an artice/tutorial on outdoor lighting/fake G.I. with Tyrlight
click Hope it's helpful.
Daz: Jamendo ofcourse, tonn of CC licensed music.
Warped View
#12839 posted by sock on 2013/04/25 03:40:21
When the player is inside of a liquid (water/slime/lava) the view screen warps in and out (probably not the right term) is there a console command to enable this effect if not in a liquid content? I know about screen tint console command v_cshift.
#12840 posted by metlslime on 2013/04/25 03:54:12
r_waterwarp in some engines.
#12841 posted by metlslime on 2013/04/25 03:55:07
oh... sorry, this isn't what you need. You want to enable the warp in air, this variable can only disable it when in water.
Sock
#12842 posted by Spiney on 2013/04/25 08:49:53
I recall there's a power up in Quoth that does it...
Nope
#12843 posted by ijed on 2013/04/25 14:02:45
But you can make the player drunk with some console commands I can't remember just now. C shift and Bob speed or something.
I usted them in a�n e3m4 remake During the posponed section. Will dig them out and post in a bit.
Nope
#12844 posted by ijed on 2013/04/25 14:02:46
But you can make the player drunk with some console commands I can't remember just now. C shift and Bob speed or something.
I usted them in a�n e3m4 remake During the posponed section. Will dig them out and post in a bit.
Completely Wrong
#12845 posted by ijed on 2013/04/25 14:05:32
It's a single one - v_idlescale.
#12846 posted by necros on 2013/04/26 02:19:58
I recall there's a power up in Quoth that does it...
This is not quite correct. It appears this way in Darkplaces, because the engine automatically applies view warping when v_cshift is used, but this is not true in all engines.
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