Maybe
#13283 posted by madfox on 2007/12/14 21:03:24
that's the point.
I converted all the quake2 psp files back to a wad, which took quiet some time. It is not that uneasy, Wally will convert them back to Q1 pal. Only needs to load all of the textures one by one and turn them into a wad.
And hoping someone takes the time to take a look before putting them on the net, before getting the h2/quake feeling.
Spirit
#13284 posted by JPL on 2007/12/14 22:36:00
No blame... I'm just surprised ;)
Well...
#13285 posted by madfox on 2007/12/15 02:18:38
after realizing I was working with the Hexen2 tex all the time and wondered where it came from, I decided to convert it well. I extracted all textures from the game in bmp and imported them back to Wally.
I couldn't get the animated textures, only some buttons.
Sky textures ask for lumps(?)
but at least it is not that blurred tex as before.
I'll send it to Spirit to place on his site.
Cheers!
#13286 posted by Spirit on 2007/12/15 14:16:35
http://www.quaddicted.com/wads/hexentwo.zip
Those are nice textures indeed, never checked Hexen2 before.
LOL!
#13287 posted by RickyT33 on 2007/12/15 15:32:00
Sorry Spirit man, please dont feel like I was disrespecting you, just thought I'd bring it up cause I've been trapseing through the wads directory on quaddicted trying to find a decent brick texture!
Heh
#13288 posted by Spirit on 2007/12/15 15:37:49
No offense taken at all. It's always nice when people report bad files. !
H�
#13289 posted by madfox on 2007/12/15 20:21:52
Some of the wad files contain a collection of pictures, which are hard to trace working in an editor.
The Quake2 wad original all had gif files, which I could patiently convert back to a solid wadfile.
Trying to convert the anim textures broke me up, because these textures became one frame.
The same error occurs when trying to extract the +0water2, as it turns back to a 0water2.bmp
He
#13290 posted by RickyT33 on 2007/12/16 18:50:16
Some of the wad files contain a collection of pictures of MAPPERS!
Nehahra wad has got looooooads of scary mugshots in it!
I thought czg was supposed to be fat?!?!
:-P
I Gained Weight.
#13291 posted by czg on 2007/12/16 19:09:00
I'm fat now. Fat fat fat fat fat.
RickyT23
#13292 posted by gone on 2007/12/16 19:09:53
please
Yo
#13293 posted by madfox on 2007/12/16 22:06:34
made me convert all hex2 brushes into a wad,
before I realized wad I had done...
they were already there, yo
let me guess...yo 're thinner.
Czg
#13294 posted by Vondur on 2007/12/17 09:03:12
you're welcome
Quaddicted Christmas Competition
#13295 posted by Spirit on 2007/12/17 15:19:59
http://www.quaddicted.com/?p=49
Good luck with the questions and have fun!
Awesome Spirit
#13296 posted by Blitz on 2007/12/18 02:18:43
That rocks. You rock. Good luck everybody!
Irc
#13297 posted by inertia on 2007/12/19 03:39:15
Is there massive wonky shit going on with net?
Inert
#13298 posted by - on 2007/12/19 04:53:54
seems so, large netsplit that isn't resolving itself. :(
At least I have the proper side of the split with metlslime
Question
#13299 posted by nitin on 2007/12/19 10:17:23
to anyone who has lae3dm3 and unitooldm6 (q3 maps).
I get pixellated textures (or maybe its blotchy lightin) on these maps. Any ideas on this? Only 2 maps (and they both have flat textures) that do this.
Nitin
#13300 posted by Vondur on 2007/12/19 12:59:29
as far as i remember these maps were made to demonstrate some special hardware thing of S3 video cards, so it might use special shaders or something....
Vondur
#13301 posted by nitin on 2007/12/19 14:01:46
really?
lae3dm3 from memory was an attempt at a geocomp type map while unitooldm6 has that cel shading technique.
Ah Then
#13302 posted by Vondur on 2007/12/19 14:44:24
my memory fails me probably, maybe there's some additional hints in the readmes?
I Cant' Believe
#13303 posted by DaZ on 2007/12/19 15:51:45
that no one has mentioned anything about the DNF teaser trailer that is being released today!?
=)
Nitin
#13304 posted by megaman on 2007/12/19 15:58:24
screenshots would help
Duke Teaser Shot, Heh
#13305 posted by starbuck on 2007/12/19 16:09:22
Fog Errata
#13306 posted by aguirRe on 2007/12/19 23:56:24
In my post #13257 above regarding engine fog, I corrected ijed by saying that fog colours couldn't be set by using the three parameter fog red green blue syntax. That was wrong, it does work.
Sorry ijed, I don't know my own engine features, I even forgot about it in the docs too ... Hopefully corrected now.
Thanks for the heads up!
Heh
#13307 posted by ijed on 2007/12/20 02:42:24
Thought so, wasn�t about to contradict though.
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