Yeah
#14852 posted by RickyT33 on 2015/02/21 00:42:03
Make sure all water/lava face's texture attributes are 0
Yeah
#14853 posted by RickyT33 on 2015/02/21 00:42:03
Make sure all water/lava face's texture attributes are 0
Except For The Scale Attributes
#14854 posted by RickyT33 on 2015/02/21 00:42:21
Which should be 1
Can Anyone
#14855 posted by ijed on 2015/02/22 17:13:38
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
#14856 posted by ericw on 2015/02/22 19:42:28
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
#14857 posted by Kinn on 2015/02/22 19:58:33
so, alpha textures start with "{" ...You're kidding me...how many tools does that break?
Ijed
#14858 posted by necros on 2015/02/22 21:10:52
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?
#14859 posted by Lunaran on 2015/02/22 21:38:52
"We mark important threads by prefixing the name with a semicolon and the words 'DROP TABLE'"
Aha
#14860 posted by ijed on 2015/02/22 22:55:18
Yeah I was just going to work around the TB problem, but if it's already solved in editor then I'm good.
Kinn
#14861 posted by ijed on 2015/02/22 22:59:26
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.
#14862 posted by metlslime on 2015/02/23 08:15:01
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.
#14863 posted by Spike on 2015/02/23 10:16:40
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.
#14864 posted by Lunaran on 2015/02/23 17:39:34
someone at Valve also had a terrible idea
what NO
Mac Utilities
#14865 posted by starbuck on 2015/03/08 19:29:33
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?
Tyrutils
#14866 posted by ericw on 2015/03/08 19:54:45
will do the trick for extracting a wad from a bsp:
"bsputils --extract-textures e1m1.bsp"
(from http://disenchant.net/utils/ )
for other things, I just use wine for OS X (http://winebottler.kronenberg.org/)
Brilliant
#14867 posted by starbuck on 2015/03/08 21:02:22
many thanks ericw, just what I needed
Advanced BSP Resources?
#14868 posted by killpixel on 2015/03/16 23:55:50
Anyone know of some particularly useful/interesting/advanced/silly/stupid bsp tuts?
domes, concave semi-cirles, anything not exclusively right angles, rules-of-thumb for unusual multi-faced polygons, etc...
I can already hear the cacophonous chant "just use meshes!"
but yeah, bsp stuff plz :)
Have You Seen The Czg Circles Tut?
#14869 posted by RickyT33 on 2015/03/16 23:57:10
I Have Not...
#14870 posted by killpixel on 2015/03/17 00:02:32
...but looking now
Seconding The Czg Tut
Very valuable resource for beginners; I always refer to it when I map ... err, I mean when I incompetently mess around with TB. (Not sure how useful it would be for you, KillPixel, seeing as the finished parts of kpcn2014 are better than anything I could hope to complete in this lifetime.)
But for other newbies who may stumble across this thread and have trouble finding the guide in question:
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
Meshes Are The Lazy Way Out!
#14872 posted by ijed on 2015/03/17 13:17:40
CZG's tut is nice but making those pipes in TB isn't too easy IMO, I end up doing a lot of vertex work instead.
#14874 posted by necros on 2015/03/17 14:53:41
yeah, the tutorial is based on having a specific skewing mode in WC which surprisingly does not get replicated in a lot of other editors.
specifically, this skewing mode will rescale all brushes in the selection.
I expect you could get similar results by rotating and clipping maybe. I don't tend to do pipes too often.
Hrm...
#14876 posted by killpixel on 2015/03/18 04:08:11
@total_newbie - Thanks for the link, and I have seen that tut before. Also, that's very flattering (really), but I have difficulty believing you couldn't do something just as nifty, or even more so ;)
Anyway, ANY bsp tuts would be nice at this point. I feel like maybe I missed some fundamental technique or understanding that could be making my life a lot easier...
My mind is not very mathematically oriented and texture projection is kind of a headache for me. I'd like some formula to use when figuring texture size for angled surfaces. I think for a 45 degree angle the texture sure be like 33% bigger and fitted so there is no visible 'stretching'.
That ease of vert manipulation in that tut doesn't seem possible in radiant, or is it?
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