Shubby
#136 posted by . on 2003/03/29 00:51:22
Nevermind my bullshit bout leavin the board, change of mind. Anywho...
How do I accomplish setting up Shubby in WC? The teleporter-spikey-ball and all. I looked at id's end.bsp but it's missing some things (de-compiled it w/ BSP).
Thanks.
This Guy...
#137 posted by metlslime on 2003/03/29 02:24:23
has now retired twice and come out of retirement twice, all in a couple weeks. Impressive. He's like fern and xenon combined and concentrated into a fine powder, and then sprinkled over a scoop of vanilla ice cream.
Lmfao
#138 posted by . on 2003/03/29 02:39:45
Niiiice.
Phait
#139 posted by Kell on 2003/03/29 03:06:45
I just worked out how to do it. I'll put the sample map in a zip along with a short tut in .txt format.
Dowload linkage imminent.
Setting Up The Defeat Of Shub-Niggurath
#140 posted by Kell on 2003/03/29 04:20:42
Thank You Very Much.
#141 posted by . on 2003/03/29 04:26:51
BTW - care to interview me for Pherrous sometime? :P
Thank You Very Much.
#142 posted by . on 2003/03/29 04:32:46
BTW - care to interview me for Pherrous sometime? :P
Phait:
#143 posted by metlslime on 2003/03/30 07:03:09
or you could interview yourself!
Re: Mapping Tutorial (#133)
#144 posted by Vrajgh on 2003/03/30 08:21:59
That's a useful tutorial speedy. :) I'd managed to get as far as the 45 degree one from trial and error but never managed to satisfactorily(sp??) "bend" things any better than that. I'll have to make note of that technique.
Oh a couple (read: 3) typos you might want to fix:
(thats why the bush have to be made at gid 4 or greater).
Regarding The Daikitana Episode 3 Textures
#145 posted by leviathan on 2003/03/30 20:47:52
If anyone has a download link, i would appreicate it.
Ta Vrajgh
#146 posted by Vodka on 2003/03/30 22:31:46
No idea how damn bush sneaked in there ;) Fixin
Leviathan
#147 posted by R.P.G. on 2003/03/31 08:12:05
I think nonentity had them uploaded on his PQ site. Let's see if he has an answer. If not, I have them, but I would have to upload them to my site, and QuakePit.com doesn't like zip files.
Thanks RPG
#148 posted by leviathan on 2003/03/31 20:45:14
I checked out the site, but i guess that it is no more, since all content seemed to be removed.
If you have the texes, try emailing them to leviathanthegatekeeper@yahoo.com
Um...
#149 posted by R.P.G. on 2003/04/01 08:17:18
Hotmail won't let me send a file greater than 1mb, and the E3 textures zipped are 2.3mb. I think I can still e-mail them to you from an old address; however, I don't have time right now, so please send me an e-mail as soon as you read this. That will remind me to do it later when I get the opportunity.
Does
#150 posted by daftpunk on 2003/04/10 18:51:28
quakepit like .rar?
or you mean it dont like any big files uploaded?
Help For Texture
#151 posted by here on 2003/04/15 03:41:39
how to create animated texture ?
Animated Texture?
#152 posted by metlslime on 2003/04/15 13:21:03
Quake/GTK/func_group ?
#153 posted by Abyss on 2003/04/16 05:47:16
How do I get func_group to work in GTK for Quake? I read it somewhere, but I can not find it. I copied the func_group thingy from the Quake3 entities.def file installed with GTK, and pasted it into the Quake.def file, as I thought this was what I had read, but it did not seem to work.
Q1 Does Not Have Func_group
Quake II does, though.
(What does func_group do, anyway?)
Func_group
#155 posted by pushplay on 2003/04/17 03:17:26
I remember that mapcon was able to move func_groups back to worldspawn, but I don't know what to change in the def file to make func_groups.
For q1 mapping in gtkradiant all it does is allow you to handle brushes in a group, which can be handy.
Func_group
#156 posted by Abyss on 2003/04/17 04:53:10
Fat Controller
From what I read, although Quake does not have func_group, you can use func_group, in GTK Radiant as an in editor only tool, which as pushplay says allows you to handle brushes in groups
pushplay
"For q1 mapping in gtkradiant all it does is allow you to handle brushes in a group, which can be handy."
This is what I am after.
I either read about it hear, or at the old QMap, in a thread about Quake mapping and GTK Radiant. I have searched here but could not find it, and can no longer access the old QMap site.
Question:
#157 posted by metlslime on 2003/04/17 14:35:45
since qbsp doesn`t know what a func_group is, it will create an actual entity which the game will claim has no spawn function. Does anybody`s map converter push func_group brushes into the worldspawn?
Metlslime
Yes, SleepwalkR's does resolve func_groups, you just have to put '-groups' as a command line parameter. Go download it and read the included readme.txt for further information.
http://rem.fov120.com/?show=projects&action=display_project&id=12
#159 posted by Vodka on 2003/04/17 21:19:17
or u can bother manually ungrouping all the stuff once map is done :/
Hmmm........I Feel Like A Lepper With 2 Left Feet.........
#160 posted by Abyss on 2003/04/17 22:16:27
anyway, since there is discussion on how to remove/revert the func_group back to worldspawn etc, I think it is reasonable to assume you also know how to get func_group to work in the first place, anyone care to enlighten me?
anyone?
anyone?
anyone?
:(
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