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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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No, the artifact in the picture is what happens with most modern rendering engines. That would look fine in the software renderer. 
Ahh Ok... 
Quakespasm get your shit together! ;) 
 
That would look fine in the software renderer

Oh, so it's a shitty GL rendering thing. Does this happen in Fitz / Quakespasm ? 
 
r_oldwater 0 should fix it, that'll be the default for the next QS release. 
 
r_oldwater 0 did the trick! Thanks 
That Happens 
when the texture isn't aligned across all the brushes. 
Only Problem 
Is if liquid volumes touch sky, then the compile will break.

And yeah, r_oldwater 0 FTW. 
 
water and lava touching also cause a problem i think? 
 
and uh... slime too i guess. :S 
Liquid Volumes Touching Skies? 
When would this even happen? :)
I guess if you were to make a horizon but, damn the size of the water brush would be huge! 
 
It's almost always a mistake. You copy a brush, move stuff around, etc. It happens. 
Yeah 
Make sure all water/lava face's texture attributes are 0 
Yeah 
Make sure all water/lava face's texture attributes are 0 
Except For The Scale Attributes 
Which should be 1 
Can Anyone 
Point me to a .bat FAQ or whatever so I can make my compile a bit more clever.

I want to copy the mapfile, change some of the data within it (texture names for {) and then compile the copy.

Or... does your compile tool already allow for something like this Necros? 
Fyi 
the latest trenchbroom 1.x release can work with { textures, in case you were working around that.

Not sure about where to get a good bat file tutorial, sorry 
Lol - Had To Look Up What You Meant 
so, alpha textures start with "{" ...You're kidding me...how many tools does that break? 
Ijed 
The compiler gui thing doesn't do that, although writing some kind of command line application that regex replaces stuff would be trivial.

I don't do i/o stuff much, but I imagine you could do the replace in between your input and output streams and never even have to load the file into memory, just scan the buffer before you feed it to the output? 
 
"We mark important threads by prefixing the name with a semicolon and the words 'DROP TABLE'" 
Aha 
Yeah I was just going to work around the TB problem, but if it's already solved in editor then I'm good. 
Kinn 
Well, older versions of TB for one.

Using the - symbol would have been much better. I wasn't much involved when that particular discussion was going on though. 
 
it's a terrible idea, but apparently it matches the half life convention, which means someone at Valve also had a terrible idea.

Though personally i have a bigger objection to the fact that it's typographically ugly. 
 
in other news, in order to prevent people from stealing your textures for other maps, just call it "ground 3" or something.

tbh, my stance is that editors should just be quoting texture names anyway, and that its only okay to drop the quotes if its alpha-numeric-plus-underscore.

my solution to batch files is to install cygwin, then you can use 'sed' or whatever. probably overkill though. 
 
someone at Valve also had a terrible idea

what NO 
Mac Utilities 
Does anyone know if there are any WAD tools for OS X? Want to extract a WAD from a BSP, maybe make my own WADS, etc. Or am I being ridiculously optimistic and should just fire up a virtual machine? 
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