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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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The Red Stuff 
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... 
And by the way, I am watching a program called "Avalanche Alert" on UK TV right now! 
Curve And Arch 
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... 
I've found what I was looking for with
http://www.moshplant.com/direct-or/bezier/math.html
Bye... 
More Texture Problems 
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 
 
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... 
by 'the palette' I mean, the texture at the bottom of the wad named palette. 
Thanks 
that worked perfectly, thanks for your help. 
Modeling For Ultimate Deathmatch 
#1283 posted by LTH I can make technical (ie. not monster) models.

Great, did you get my email?

as 
 
#1283 posted by LTH: "I'm quite busy right now though" 
Maping For UD 
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 
 
I got one from you a while back, yes. 
About Gamma Field... 
Hello,

I would like to have further information about gamma field use.. I've heard some of you calling about this feature but it remains mysterious for me... Is there someone who can explain me the stuff ???

Thanks 
Bey 
Help! Someone causes gammabusters.... 
MadFox 
I've read your post 742 in screenshot and beta thread and it seems you used this feature... how to deal with this stuff ?? Can you breafly explain me ??? 
Pale Moon 
Screenshots of Quake always look dark and blurry, so I load them in PaintShopPro and then use the Adjust => Gamma => 1.80
By doing this the whole picture becomes more bright to look at.
I find this better then the original, because it compensates the dimm colours of screenshots.

If you mean a game option in the Quake-engine for -gamma field use- , I am fishing with Cassini... 
MadFox 
Oh, that's it... I thought it was a mapping feature or a compilation option that increases global light level.. (like -light option with TyrLite tool)... I've made this manipulation using ULead Pals2Go software (Photo modification and morphing software), but the result is not very good (see my web site at http://lambert.jeanphilippe.free.fr : the screenshots are still very dark...) anyway..
I think I have to made more test to find a turnaround of this problem..
Thanks 
Don't Listened To My Babling... 
you could be right for the mapping feather, which I don't know...

I was only joking about it, that's why I can't see the difference between Neptune & Saturn.

PaintShopPro has a trial version, it could entlighten your screenshots hughly! 
... 
hehe.

i like the idea of "enlightened screenshots". 
MadFox 
I also have a PSP version, but I have to install it.. so I will make a try to "enlight" my screenshot at my next release.... Thanks for the advice... 
Q1 Tools Update 
at http://user.tninet.se/~xir870k . Main features are local minlights (delay 4) in Light, wildcards in wad specifications in compilers and a new wad tool for deleting duplicate textures. Please also see readmes for more details.

Any comments are welcome. 
Message During Game Start 
Hello,
I would Like to add a start message (Like map title or developper name, etc..) in the Quake console during start up (or during map loading).. Who knows how to do that ??
Thanks 
Message 
In Worldspawn, add a key "message" and add what you want to say in the value field.

(No quotation marks of course) 
Message... 
OK, this generates the required message on one line... but if I want to add more than one line messages, do I need to add key "message" as many as required lines ??? 
 
you use /n, which specifies 'new line'

example
"message" "My map/nBy: Me!"

It may be \n... haven't ever used it myself, but pretty sure it's /n 
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