#127 posted by niger on 2017/09/05 21:13:33
Yes, you can get it non-slanted in this particular case (i'v got it by rotating a brush with texture lock enabled), but not every time, because default q1 map format is 'axial projection', which has quite strong limitations.
There is newer format from q3: 'brush primitives', which is face projection by definition and has no limitations (you can get axial or w/e projection with it); It is enableable via q1.game and is supported by modern ericwa's compilers.
Valve 220 format is almost supported except of a few malfunctioning tools in Surface inspector;
The plan is to make these 3 formats switchable via preferences for most of games and convertible to unlimited ones.
Probably video explanation of various texture projections in mapformats could be useful?
Thanks For The Info!
#128 posted by Zwiffle on 2017/09/06 05:14:07
Is there any way to convert quake brushes to quake3 brushes?
Outside Of Radiant..
#129 posted by ericw on 2017/09/06 06:32:45
v0.15.10 of my qbsp ( https://ericwa.github.io/tyrutils-ericw/ ) has a map converter built in. you can use it from the command line like this:
qbsp -convert bp something.map
will convert to Q3 brush primitives (iirc it writes the output to a file called something-bp.map)
#130 posted by Zwiffle on 2017/09/06 13:44:39
You guys are awesome, thanks!
Update!
#131 posted by niger on 2017/10/17 17:51:03
Whoa
#132 posted by Kinn on 2017/10/18 18:35:49
Great to see this is still improving! I can smell my mapping trousers warming up...
#133 posted by niger on 2017/10/18 19:21:28
Valve220 map format has arrived btw .)
The Link Is Dead
You read about how to setup Radiant here: quakeone forum
Is there a backup?
Also, does this work on Windows 10?
#135 posted by niger on 2017/12/03 18:53:23
That was odd tutorial anyway (was considering classic radiants)
netradiant-custom\q1pack\q1pack.txt is enough to setup; 1st post got to be updated
Also yes, it does work on Windows 10.
Niger
Yeah, apparently all the links are dead except for the Radiant direct download.
Very Nice
#137 posted by negke on 2017/12/07 21:36:17
Just wondered if it's possible to make the free rotate tool (R) use some (customizable) fixed value like Step in the surface inspector, e.g. steps of 5 or 15 degrees - as quicker way of doing 'conservative' rotations than the Arbitrary Rotation window.
Snap Rotate
#138 posted by anonymous user on 2017/12/08 07:46:22
you can hold shift after grabbing the rings to snap at 15 degrees
Thanks
#139 posted by negke on 2017/12/08 09:39:29
It's good.
Quake 1 Wad Path
#140 posted by Kinn on 2018/01/16 11:27:44
Hi, is there a way to specify a custom folder for my wad files (i.e. somewhere other than [enginepath]/id1)
This is for the editor (not the compiler - I'm already aware of the bsp compiler wadpath switch)
I prefer to keep my "game" files separate to my "development" files where possible.
#141 posted by niger on 2018/01/16 15:33:40
Hey, i think this was asked and replied:
https://www.q3df.org/forum/viewtopic.php?f=15&t=789&start=130#p11412
Just change base directory to use
Or configure, as for mod, and use its directory for wads
Or just make separate fresh install for mapping
Numerous possibilities kinda
#142 posted by Kinn on 2018/01/16 15:44:41
basegame="id1"
So, is this basegame field only used to tell the editor where to find the wad files? It's not used for anything else?
#143 posted by niger on 2018/01/16 16:28:03
It's used for anything, which is normally loaded from id1
Also is used for build menu variables
We'v just figured out, that it also loads
Users\Username\Documents\My Games\q3a\ (q3a is cfged by .game: prefix=".q3a")
I think it's a good idea to add option to load one more specific directory, once it's supported in q1 and q3 compilers
I See
#144 posted by Kinn on 2018/01/16 16:42:08
To be honest I think it would be a really useful feature for netradiant to have a "wad path" option, that can be an absolute path, totally independent to anything else.
Another Question
#145 posted by Kinn on 2018/01/16 16:54:37
Using netradiant's build menu, is it possible to specify an output directory for the bsp that's different to the directory of the map file?
#146 posted by niger on 2018/01/16 17:06:05
It's up to compiler, radiant does nothing with .bsp
Ah Ok
#147 posted by Kinn on 2018/01/16 17:38:14
yeah the compiler will chuck the .bsp in the same folder as the .map when fed the commands as generated by the netradiant build menu.
#148 posted by niger on 2018/01/16 18:06:04
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path.
#149 posted by Kinn on 2018/01/16 19:26:12
Build menu commands can be configured accordingly, if compiler supports saving bsp to arbitrary path.
OK I've just messed around with the build menu xml file and I appear to have got it configured how I want now, cheers.
Late To The Party
#150 posted by Kinn on 2018/01/18 01:32:55
#121 posted by niger [5.19.80.46] on 2017/08/02 19:26:48
Some tip on requested 'align texture with given face edge' feature here:
https://youtu.be/qA9eNOkD1iY
When he got to the bit here:
https://youtu.be/qA9eNOkD1iY?t=65
And started aligning the arch textures by making them "flow" seamlessly over from the top faces with the texture paste shortcut...I won't lie, I did a little sex wee.
:O
#151 posted by killpixel on 2018/01/18 01:39:42
that's awesome, wish I knew this sooner.
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