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.
#15049 posted by Spirit on 2015/07/27 16:14:09
Than's bsp importer to Blender rocks: https://developer.blender.org/T35778
You could convert from there or just stay in the wonderful suite. ;) Noesis might do it too, not sure.
If You're Seriously Crazy...
there is a n64 emulator that converts n64 geometry into obj files.
you could try to load up e1m1 there and give it a whirl. keep in mind that the n64 version of quake has reduced polys.
Thx
#15051 posted by DaZ on 2015/07/27 16:38:27
Was asking for a friend, Than's bsp -> blender importer will probably do the trick!
#15052 posted by necros on 2015/07/27 18:44:37
i wouldn't mind having a .map to max (ASE, OBJ, ..?) converter though. This way, I could build some structures in a map editor and import them into my 3ds max terrain as reference to build the terrain around.
I remember the Doom3 Editor had this ability, but it would be cool to have one for q1 .map format...
Necros
#15053 posted by ericw on 2015/07/27 19:04:40
Maybe try Crafty? I just gave this a test and it worked with a trenchbroom map -> crafty .obj export -> blender:
http://nemesis.thewavelength.net/index.php?p=45
Adib_earhquake
#15054 posted by madfox on 2015/07/29 03:23:15
I had extracted an eartquake as there is in the Hypnotic code, but without the other gadgets. Bad 3DInside is down.
Here is a simplified example with code.
See what you can do with it.
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