#13278 posted by necros on 2013/10/06 06:35:55
trying to fix small things like this, that most people will never notice.
but they will notice if it's not fixed. :P
Tiny Detail Right
#13279 posted by Qmaster on 2013/10/08 03:02:20
The details are everything.
If there's one misaligned texture, people will think you're sloppy. If there's one overlapping-brush-2-brush-flicker, they'll think less of the map as it ruins the Sustainment of Disbelief.
Even the smallest detail (to chamfer or not to chamfer) can make a big difference in the overall fluidity and coherence of that area.
The details are everything.
Not Sure
#13280 posted by ijed on 2013/10/08 11:23:38
It's easy to get obsessive and waste a lot of time getting everything perfect.
A good release stands on its own, warts and all.
You Got That Right
#13281 posted by Rick on 2013/10/08 14:05:29
It's easy to get obsessive and waste a lot of time getting everything perfect.
I'm trying for not too many warts.
It's getting closer.
How Do I Use An External BSP?
#13282 posted by Rick on 2013/10/18 23:55:13
Do I just put the brushes in an empty map, run bsp and light and then place it in a different map using info_notnull or something like that?
Rick
#13283 posted by mfx on 2013/10/19 00:04:26
Do I just put the brushes in an empty map, run bsp and light and then place it in a different map
yes, be sure to place the bsp in your progs folder.
using info_notnull or something like that?
i use the Quoth mapobject_custom entity, has mangle and such.
At least thats what i do, not sure if vanilla progs handles this so easy..
#13284 posted by necros on 2013/10/19 04:43:24
yes, be sure to place the bsp in your progs folder.
you can use progs/map.bsp or maps/map.bsp and both will work for the model path. only sounds are hardcoded to be in sound/xxxxx
Append
#13285 posted by necros on 2013/10/19 04:44:02
in fact, it's generally good practice to put any external bsps in a subfolder so you can keep things clean. unless you want to use a pak file in which case it matters less.
#13286 posted by Rick on 2013/10/19 05:54:07
Okay, thanks. Now, how do I place the external bsp into my map?
Than
#13287 posted by Drew on 2013/10/20 01:32:00
how is the newest remake going?
BSP2/2PSB WorldCraft To Radiant?
#13288 posted by Spiney on 2013/10/23 18:03:17
Trying to open some .map files saved with WC in Radiant but keep getting.
parse error at '[': expected '#number'
The maps are also BSP2 sized.
GB, you have experience with this?
Spiney
#13289 posted by gb on 2013/10/23 18:22:00
WC uses a different .map format from Radiant.
I don't know if WC has other limits that could possibly be BSP2 related; the only thing I think I have heard is that it can't properly display maps that are bigger than 8192x8192.
There is a converter program by a person called Scrama, I believe, you might have some luck using the quakeone.com forum search. It is somewhat obscure though. You will also have to convert the texture wads between WC and Radiant. :-s
If it only needs to be done once, using some converter is acceptable, but daily WC <-> Radiant conversion in any halfway productive environment, eg in a team setting, isn't very good for the workflow. I have lovely memories of this problem from RMQ.
God Bless Standardization
#13290 posted by Spiney on 2013/10/23 18:34:10
I thought the only difference was .rmf
yay!
I Just Need The Brushes Though
#13291 posted by Spiney on 2013/10/23 18:38:06
It's for something of a spinoff map...
Spiney
#13292 posted by SleepwalkR on 2013/10/23 18:45:48
I'm not 100% and can't check right now, but I think TB will load this map fine and save it as a standard .map file. Although the texture alignment info will be fucked, naturally.
Sleepwalkr
#13293 posted by Spiney on 2013/10/23 18:54:22
Actually, I just remember I did use TB for exactly this in the past... must have been some hazy late night troubleshooting, haha. I'll try that! :)
#13294 posted by gb on 2013/10/23 19:24:52
That is good to know.
Oops...
#13295 posted by Spiney on 2013/10/23 20:00:50
Actually, it's still not working in Radiant, exact same issue... like I said, I was probably only half awake, lol.
Useless Google
#13296 posted by Spiney on 2013/10/23 20:02:59
I search "worldcraft" I get a dozen of useless pages about World of Warcraft. Sigh.
The Utility GB Was Talking About
#13297 posted by Spiney on 2013/10/23 20:22:57
#13298 posted by gb on 2013/10/23 20:28:59
So it still exists? Someone should archive that :-p
#13299 posted by gb on 2013/10/23 20:30:32
not sure how to extract textures from those rmf files though. But you probably have access to the wad3 files.
Actually That Link Is The Old One
#13300 posted by Spiney on 2013/10/23 20:32:29
Utility Is Only For HL Maps It Seems
#13301 posted by Spiney on 2013/10/23 20:55:06
I'll get out mah ruler!
That's Strange
#13302 posted by Rick on 2013/10/23 21:38:24
I have tons of maps and map scraps that were created in Worldcraft (1.6) and I've never had any problems opening them in Netradiant.
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