#14671 posted by
negke on 2017/03/17 20:28:27
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents.
Wait
#14672 posted by
Kinn on 2017/03/17 20:35:30
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting?
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool.
Kinn
#14674 posted by mfx on 2017/03/18 18:42:20
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...)
That Looks Mexxesque IMHO!
#14675 posted by
nitin on 2017/03/20 06:48:07
I'll Drop This Here For Now.
Please keep in mind that these are WIP shots, not final product.
http://imgur.com/a/CFXe3
-Snaut.
Yessssss!
#14677 posted by
Shambler on 2017/03/23 12:55:49
Much niceness and vibez :)
Yummy
+1 for making a gallery
Looking forward to playing the finals.
That Shows Great Promise!
#14680 posted by
nitin on 2017/03/25 13:11:44
cheers to all involved.
I Finally Got Started Mapping!
#14682 posted by
brassbite on 2017/03/28 17:58:12
https://imgur.com/gallery/AQkfi
It's obviously unlit. The greatest achievement is that I finally found some textures I feel comfortable with. And I wasted my life constructing a circular staircase. It could take months until I release it.
#14682
#14683 posted by
mjb on 2017/03/28 18:11:48
Looking good brassbite! Lots of fun having ogres bounce grenades down a staircase like that! ;)
#14684 posted by
negke on 2017/03/28 21:44:22
Looks like you'd constantly bump your head when running down the stairs. Be sure to leave enough vertical space for players and monsters to move.
Apparently It's Enough Space For Anything But A Shambler
#14685 posted by
brassbite on 2017/03/28 22:20:29
If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size.
Think Inside The Box
#14688 posted by
negke on 2017/03/29 09:48:32
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.
Try r_showbboxes 1 to get an idea how it looks in game.
New Q1SP: Unknown Kadath
#14693 posted by
Redfield on 2017/04/09 22:04:56
Hi, this is my first map, looking for at least 1 person to look for bugs before an "official" release. The map is Id1 with a skybox, the readme has instructions, a story and more.
Map Beta file:
http://www.quaketastic.com/files/redfield1_beta.zip
Some screenies:
http://www.quaketastic.com/files/redfieldscreen001.jpg
http://www.quaketastic.com/files/redfieldscreen002.jpg
http://www.quaketastic.com/files/redfiedlscreen003.jpg
http://www.quaketastic.com/files/redfieldscreen004.jpg
http://www.quaketastic.com/files/redfieldscreen005.jpg
Thank you everyone, I look forward to feedback anyone can give. My email is in the readme for bug reporting.
Cool Looking Stuff
#14694 posted by
mjb on 2017/04/09 22:06:38
Congrats on almost getting ready for a release!
Nighttime terracotta with some lava is a nice mix!