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.
The Red Stuff
#1427 posted by aguirRe on 2004/03/14 15:24:03
you see coming down the slopes is just some *lava we put there for your enjoyment ...
I'd still appreciate the zipped wad to see what's causing the TexMex problem.
Wad Is On Its Way...
#1428 posted by Mike Woodham on 2004/03/14 16:00:31
And by the way, I am watching a program called "Avalanche Alert" on UK TV right now!
Curve And Arch
#1429 posted by JPL on 2004/03/15 05:48:24
Hello,
Where can I found an "easy" mathematical description to understand clearly how works Bezier Curve and Arch tool shaper ?? In QuArK, this feature is really to "lightly described" to have a complete understood of the stuff...
Thanks
Gorgot My Last Post...
#1430 posted by JPL on 2004/03/15 07:28:06
More Texture Problems
#1431 posted by Drew on 2004/03/15 15:00:31
Though of a different variety. I recently downloaded the quake 2 wad off of RPG's .wad page, and when I loaded it up in WC the textures looked very odd. When I loaded the wad file up in Texmex it looked fine. I emailed RPG about this and he wasn't sure what the deal was either. I don't really know how to describe the way the textures looked... fucked up should suffice. Does anybody know whats up with this file?
http://www.spawnpoint.org/wads/q2texwad.zip
#1432 posted by - on 2004/03/15 20:08:34
open up the wad in texmex, delete the palette. let it convert the textures to Quake palette and save the wad (or save it as something differant if you want). I don't see any differance myself... but anyway, after doing this, the textures will appear normal in WC.
And To Be Clearer...
#1433 posted by - on 2004/03/15 20:10:08
by 'the palette' I mean, the texture at the bottom of the wad named palette.
Thanks
#1434 posted by Drew on 2004/03/16 03:07:56
that worked perfectly, thanks for your help.
Modeling For Ultimate Deathmatch
#1435 posted by Shadowalker on 2004/03/16 15:19:50
#1283 posted by LTH I can make technical (ie. not monster) models.
Great, did you get my email?
as
#1436 posted by LTH on 2004/03/16 20:09:24
#1283 posted by LTH: "I'm quite busy right now though"
Maping For UD
#1437 posted by Shadowalker on 2004/03/17 15:35:15
Not my question, I read that part. Did you recieve my email? So, I know I have a valid email to contact you with.
as
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