#13197 posted by metlslime on 2016/02/03 19:12:50
cool, needs to have a radius of like 4000 though.
And try rotating it in quakec instead of animating it, to eliminate swimming vertexes.
Or, try making it rotate with the model flags, like weapons do.
And needs a higher-res skin :)
 Madfox
I would love this functionality with the skyboxes we have now since there's a nice range of cosmos skies available.
It would also be neat if we could control the speed and other settings too. :)
 Speaking Of Skyboxes
#13199 posted by aDaya on 2016/02/03 22:03:32
Wasn't there a quake client that has Unreal-style skyboxes (the one that could have multiple layers of textures)?
 Turning Skybox.
#13200 posted by madfox on 2016/02/04 17:51:52
I used a resolution of 320 x 1324.
The bad ods are the texture skin takes boths sides for resolution. It is layout as a flat layer but comes up in qmle as two sides.
So only the half is used.
A static entity can only use 256 frames so I'm bound to the fast turning, or change it into a player, who has more frame content to include.
My qc know-how is too poor to change it into a qc file. I thought the weapon turn flag goes rather fast and is there a way to change it?
For now it is 1404 units and that is more than qmle can catch, as it appears as a white dot.
If there was no skin correktion in fitzquake to 320 height it wouldn't come on screen.
@-fifth: well, I would like some support on this subject. I'll send you the file, see your email.
#13201 posted by necros on 2016/02/04 23:19:27
try using the rotate flag AND animating the rotation in the opposite direction. the combination of rotations might give you a slower cumulative rotation...
maybe.
or.
.
#13202 posted by madfox on 2016/02/05 01:11:21
I was thinking of animating it only for a half cycle and use the skinfile doubled in length. In this way the speed slows down.
Necros, how do I add a rotation flag?
I made a static entity before, used the texture name to upgrade it to 512 and placed it in the high resolution teture file.
In game it came up right, so now I wonder how I can place this sky skinfile upgraded in this texture file.
I did but for some reason the texture won't come up in game, maybe because it isn't square.
Fifth.., you're email adress is lame!
whats up with my email?? :P
why not have a false skybox using the rotate stuff in the "teaching old progs.dat new tricks" thread?
 Server Blooper
#13205 posted by madfox on 2016/02/05 06:49:11
@-fifth: it may not be your email, but I tried to send an email and keep
"Can not send the message because one of the recipients was etc."
A turning skybox would leak the file?
no, like a faux skybox.
have it properly sealed outside the skybox.
 So
#13207 posted by madfox on 2016/02/05 20:04:11
I just did, downloaded the rothack_example and changed the fans into a skybox.
I made it turn slow '0-3-0' and as long there's no sky gfx/env set the box turns, although not smooth, more like a clock abcis.
When I use the gfx/env option of a skybox the box keeps turning, but the front side left right stay frozen.
 Does Anyone
#13208 posted by Tronyn on 2016/02/07 00:14:40
Does anyone have a good looping ambient sound of wind, particularly as in winter wind in the mountains?
http://www.quaketastic.com/files/screen_shots/frost.png
 I Would Whistle For That!
#13209 posted by generic on 2016/02/07 00:40:01
 Tronyn
#13210 posted by necros on 2016/02/07 01:03:46
check ne_ruins' pak0.pak...
sound/ambience/region_windmnt.wav might be good?
#13211 posted by Spike on 2016/02/07 01:10:51
that looks disturbingly like hexen2's mission pack... you might want to make sure the textures are legally usable.
also it definitely needs some sort of trim, the boundaries between snow and sudden cliff face has a very low poly budget to it (both next to walls and drops).
 What Spike Said
The edges desperately need blending. I suggest the jam2_mfx rock textures.
 Tronyn
AD has some excellent wind sounds and ambience noises.
 Very Helpful
#13214 posted by Tronyn on 2016/02/07 02:26:20
thanks guys!
textures are from Daikatana E3, a mainstay of Q1SP.
 Sry For Double Post
#13215 posted by Tronyn on 2016/02/07 02:27:44
maybe I should ask Romero if he wants to make a guest map for this episode - lol maybe I even will too...
 First Part Of The Port Town Almost Done
#13216 posted by aDaya on 2016/02/07 02:30:24
#13217 posted by [Kona] on 2016/02/07 03:42:23
I really don't think anyone will spend big bucks to take you to court for using the textures from a 20 year old game in a free non-commercial map for Quake that. Nobody cared when we used to do it with latest releases in the late 90's, early 2000s.
alice, quake 2 and it's various mission packs, quake 3, dkt, heretic 2, hexen2, kingpin, rune, fakk2, undying, wolf, sof, doom 3. None of them cared then did they? So they're even less likely to care now.
Hell, if I was mapping I'd be ripping the Doom 4 textures and other modern games :D
 @Tronyn #13208
#13218 posted by Qmaster on 2016/02/07 06:50:53
If you hit SHIFT+Z you can make the active view fill the editor window. You hit SHIFT+Z again to unfill it. Great for taking pictures in the Worldcraft/Hammer/Jackhammer editor.
#13219 posted by mfx on 2016/02/07 10:30:38
Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on.
 Tronyn
#13220 posted by Shambler on 2016/02/07 10:45:08
You can have some of my wind if you want?? Might not fit the map though, maybe better with fire and brimstone theme??
BTW, the top of that rock texture could do with some editing so it's not as an abrupt transition to the snow above, otherwise, cool stuff.
 Daya.
#13221 posted by Shambler on 2016/02/07 10:46:19
Go map for HL2. Seriously. You've obviously got good ideas and passion for it, but I think you're going to struggle to fit those into the Quake engine / style...
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