Scampie
#1402 posted by Mike Woodham on 2004/03/11 17:06:49
Thanks.
There Actually Is A Maximum Gradient...
#1403 posted by metlslime on 2004/03/11 17:22:24
but i couldn't tell you exactly what it is, without going home and studying the source. It has to do with the ogre not wanting any of his bounding box corners to be too high off the ground, i think.
JPLambert Or Lenny
#1404 posted by Fern on 2004/03/11 20:50:07
please email me Tyrlite 0.95 and I'll update the site. :)
suspenlute@aol.com
Fern
#1405 posted by Lenny Lurker on 2004/03/11 23:40:48
No problem. It has been sent. Also, you can download it from Tyrann's site (well FilePlanet actually), I just tried the link again, and it works fine. The file name says 0.95, at the top of the readme it says version 0.94, but scroll down the read me further to the change log stuff, and it says 0.95, It's listed as 0.95 on Tyrann's site so I guess that's what it is.
Vondur
#1406 posted by JPL on 2004/03/12 02:25:42
Sorry about the typo error of your pseudo... I've not found time to fix it.. and sure it will be done as soon as possible, maybe this evening, or tomorrow... I apologize again...
:)
#1407 posted by Vondur on 2004/03/12 03:08:37
ok :)
Okay...
#1408 posted by Fern on 2004/03/12 06:31:19
Well I've mirrored it now along with his nifty caulk-texture-in-q1 proggy which I forgot to add to the index, thank you ;)
#1409 posted by LTH on 2004/03/12 07:34:10
CAULK IN Q1???
WHAT IS THIS HERESY???
Hmmm
#1410 posted by JPL on 2004/03/12 08:10:04
According to LTH, I think caulk in Quake is not a good thing.. (See post 1245 to 1249, thanks to Vondur help !!!)... Some map builders don't link automatically animated texture. The turnaround is to use unused brushe faces that will be cut off by QBSP...... So the texture list is completed...With a caulking tool, you avoid all animated texture effects.... bad idea... sorry...
Errrr
#1411 posted by Fern on 2004/03/12 09:47:23
I remember this big argument over whether "skip" in q1 is the same thing as "skip" in q3 and I thought we decided it was actually the same thing as caulk...
whatever, it's a cool program :P
#1412 posted by - on 2004/03/12 10:18:43
caulk is skip in q3.
skip in q2 is a slightly differant animal I do believe.
And...
#1413 posted by JPL on 2004/03/12 10:50:50
... how to turnaround animated texture probelm with caulk program ???
JP
#1414 posted by Fern on 2004/03/12 11:18:42
that's the thing... you don't... it has absolutely nothing to do with animated textures. dunno where that came from.
Wc Help
#1415 posted by opt1c on 2004/03/12 11:56:42
how do i add the map name to the bsp so it shows up when in the +showscores?
In Worldcraft
#1416 posted by DaZ on 2004/03/12 12:02:24
go to the "map" dropdown menu at the top and select "map properties", then there will be an entry for "map title" or somesuch, just plonk the name in there.
.
#1417 posted by opt1c on 2004/03/12 12:04:36
I figured it would be in the map properties, but there is no 'map title'... ill just add it and see if it works.
Titles In Worldcraft
#1418 posted by Preach on 2004/03/12 12:28:01
With the copy of the quake.fgd I have, the entry you need to add the name to is "text on entering the world", which is a little misleading on worldcraft's part, but works well enough
What Preach Said
#1419 posted by - on 2004/03/12 13:00:27
but if all else fails...
use the 'add' button on the map properties window to create a new key called 'message' and set it to whatever you want to title your map
Texture Difficulties
#1420 posted by Drew on 2004/03/12 19:53:20
Hey, I'm trying to make my entry for sm72, but when I did a quick test run I noticed that quite a few of the light textures were off. They'd usually be sixteen units off or so, and this always happened on the faces of brushes that were at 45 degree angles, I think. I guess I'll fix it manually, but does anyone know why that happens/how to fix it?
Try...
#1421 posted by metlslime on 2004/03/12 20:05:40
qbsp -oldaxis
i'm not sure which compilers support this, but i know treeqbsp and its variants do.
Wasn't It
#1422 posted by xen on 2004/03/12 21:08:36
-alternateaxis?
Axis Options
#1423 posted by aguirRe on 2004/03/13 03:40:30
It's -oldaxis in all TreeQBSP/DuBSP variants as metl says, -alternateaxis in wqbsp and TxQBSP doesn't need this option at all.
All above applies when using WorldCraft 1.6, possibly when using other versions or editors too.
Help With Texmex
#1424 posted by Mike Woodham on 2004/03/14 06:21:05
I have used Texmex on and off for ages. I built some new wads last week (just extracts of other wads, no new textures) and went to edit one of these today and Texmex no longer displays!
A window opens and the titile bar clearly shows the wad I have opened but the window is a blank white screen.
Anyone had this before?
I've Actually Had
#1425 posted by aguirRe on 2004/03/14 10:33:06
this problem too in the last couple of days, since I've been testing a lot of texture stuff.
TexMex seems to have problems, especially with wad3 files and the palettes. I previously thought that TexMex should be doing this right, but now I'm not so sure anymore.
I've seen it trashing texture entries when converting to wad3 format. Mike, the wad you're opening might be corrupt. If you wish, you could send the zipped wad to me and I'll try to see what's wrong.
I'm currently working on a wad utility DupWad, that can delete textures from a specific wad that already exist with the same name in other wads.
AguirRe
#1426 posted by Mike Woodham on 2004/03/14 14:21:59
Aha! It is obviously the 13th March Texmex bug that disables all versions of Texmex?
The .wad file in question loads OK in my BspEditor and is usable, and Texmex will not load any of my other .wad files.
I am using Wally and AdQuedit instead so it is not the end of the world. But Texmex was my preferred utility.
Thanks for your offer and what on earth are you doing with the weather over there? The temperature is set to rise to +4C on Wednesday and that's when I land. It'll be like a giant Slushpuppy up there.
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