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
#1438 posted by LTH on 2004/03/18 04:46:12
I got one from you a while back, yes.
About Gamma Field...
#1439 posted by JPL on 2004/03/18 08:27:20
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
#1440 posted by madfox on 2004/03/18 10:12:53
Help! Someone causes gammabusters....
MadFox
#1441 posted by JPL on 2004/03/18 10:26:55
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
#1442 posted by madfox on 2004/03/18 10:52:01
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
#1443 posted by JPL on 2004/03/18 11:11:57
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...
#1444 posted by madfox on 2004/03/18 11:24:48
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
#1446 posted by JPL on 2004/03/19 02:04:50
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
#1447 posted by aguirRe on 2004/03/19 06:08:11
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
#1448 posted by JPL on 2004/03/19 06:43:37
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
#1449 posted by VoreLord on 2004/03/19 06:47:20
In Worldspawn, add a key "message" and add what you want to say in the value field.
(No quotation marks of course)
Message...
#1450 posted by JPL on 2004/03/19 07:19:05
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 ???
#1451 posted by - on 2004/03/19 08:08:54
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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