Texture Color Shift
#15024 posted by negke on 2015/07/11 13:27:04
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad...
^
#15025 posted by negke on 2015/07/11 16:07:43
Problem solved, thanks to otp.
#15026 posted by roblot on 2015/07/11 22:59:57
This can be done in wally.
Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.
1. Right-mouse click in 'Image List' box and select Create New Image.
2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.
3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.
4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.
Now Edit The Duplicates.
1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.
2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.
3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)
4. Mouse click on image to see change.
Try converting just the blue range. It should be good enough and take
less than 2 minutes per image.
MarkV Fog
#15027 posted by adib on 2015/07/11 23:47:40
I wanna use fog and r_skyfog in MarkV. I tried to set it on command line, tried autoexec.cfg, but it doesn't work. The only way to set these vars are from console. What do I have to do to enter my map already fogged?
#15028 posted by ericw on 2015/07/12 00:47:04
for fog, adding a worldspawn key like this should work in most engines:
"fog" "density red green blue"
For r_skyfog, there are a few options:
-if you're using a mod like quoth, you can use an entity like info_command to run "r_skyfog x" in the player's console when they load the map. See: https://tomeofpreach.wordpress.com/quoth/tutorial/environment-variables/
-otherwise, if you can have your map install in its own mod folder, you can add the "r_skyfog" setting to autoexec.cfg or quake.rc. Preach recommends using quake.rc for mod-specifc settings, but it's not just an empty file like autoexec.cfg, see:
https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/
Er
#15029 posted by anonymous user on 2015/07/12 04:13:06
On that 1st '3.' it should read...
(the thumb, or an open edit window)
Yay!
#15030 posted by adib on 2015/07/12 04:19:11
The fog key works! Also, r_skyfog can be set in a mod's autoexec.cfg.
Very few items last in my to-do list now.
#15031 posted by metlslime on 2015/07/13 03:14:28
Don't put it in autoexec, put it in quake.rc like in the tombofpreach link above
I'm Obedient
#15032 posted by adib on 2015/07/13 20:19:33
Bookmarked The Tome of Preach. Good reading. Though I ended up sticking to the default r_skyfog value and setting the "fog" worldspawn key in my map.
Skyboxes
Hey guys,
Where can I find some skyboxes for q1 that are more interesting than the default?
Cheers.
Skyboxes
#15034 posted by Vondur on 2015/07/21 12:33:13
Vondur & OTP
thanks guys
How Do I Create Colored Lighting In My Maps?
#15037 posted by Crassius on 2015/07/25 01:05:01
I'm a new Quake mapper and I can't seem to figure out what I need to do in order to get colored lighting. I'm using the Jackhammer editor if that is any help. Thanks in advance.
#15038 posted by ericw on 2015/07/25 02:08:39
-Use a key/value on a light entity like "_color" "255 0 0" for solid red
-The light compiler needs to support it, use one like: http://ericwa.github.io/tyrutils-ericw/
-Make sure a .lit file is generated along with the .bsp, the above tool will do it automatically if you use colored lights. Copy the .lit and .bsp to your maps folder
-Engine needs to support loading .lit. Most engines do like Quakespasm, Fitzquake, Darkplaces etc.
How Do I Run A Map From Fitzquake?
#15039 posted by Halvgoeden on 2015/07/26 22:15:43
Hello, I'm completely new to Quake. When I attempt to run a custom map in Fitzquake, the command line says, "Couldn't spawn server Maps/myquakemap.bsp"
I am using Jackhammer and choosing Run will compile the map and open Fitzquake, but nothing happens. Typing 'Map myquakemap' into the command line produces the result above.
I assume I'm not saving things in the correct directories, but have no idea where to begin with this.
If anyone has a breakdown for where the map should be in relation to Fitzquake, that would be fantastic. Any information is helpful.
Thank you all so much!
Hey Hal :)
#15040 posted by DaZ on 2015/07/26 22:43:54
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.
GLHF!
Thank You, DaZ!
#15041 posted by Halvgoeden on 2015/07/26 23:35:08
Your advice and some more tinkering with file paths solved the issue.
First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.
Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list.
Woah There
#15042 posted by DaZ on 2015/07/26 23:50:38
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.
If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors!
#15043 posted by Halvgoeden on 2015/07/27 00:27:49
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.
Thanks!
Earthquake
#15044 posted by adib on 2015/07/27 06:39:52
How do I make the land shake when something heavy falls? Is it possible?
#15045 posted by JneeraZ on 2015/07/27 11:19:39
Custom QuakeC. There's nothing built in.
Question
#15046 posted by DaZ on 2015/07/27 14:43:10
Someone asked me if there is a way to convert e1m1 (or any Quake map) to a format that 3dsmax can read.
Afaik Warren's obj->map util is one way only so I don't really know if it's possible. Any ideas?
#15047 posted by JneeraZ on 2015/07/27 15:47:09
It's totally possible to do write a program to do that but you're going to end up with a highly triangulated mesh. Basically, you'll get the resulting BSP triangle mesh which will be ugly as hell to work with.
#15048 posted by JneeraZ on 2015/07/27 15:48:03
Oh, but since I guess the E1M1 MAP source is available ... so I guess you COULD read that and generate brushes from it. But then that would be messy from a 3D modeling perspective since you'd have all these interpenetrating faces and unnecessary polygons.
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