A Cool New Area I Am Working On:
#1608 posted by Jago on 2004/12/19 15:25:21
Jago:
#1609 posted by - on 2004/12/19 18:40:09
http://www.planetquake.com/greyvoid/Curv_tut/curv_tut.htm
read it, love it. you got so many things off grid in places, which will only lead to more polygons being created.
Scampie:
#1610 posted by Zwiffle on 2004/12/19 19:01:00
dude, i've never seen that tut before. sweet jesus that explains a lot! thx a lot
#1611 posted by cant map on 2004/12/21 09:59:43
great answer meltlslime
Hexen!!
#1612 posted by truskoski on 2004/12/27 03:35:48
I Don't Get This...
#1613 posted by Jago on 2004/12/28 14:26:48
I open a .WAV file in Soundforge, went to Special / Edit Sample, make the file a Sustaining Loop, saved. Opened a map using the file as an ambient sound in FitzQuake and it complains that "FILENAME is not looped".
Hrm
Its not fitzquake AFAIK. I had a hell of a time getting custom sounds to loop in quake. It involves setting some sort of flag, and a bunch of programs had the 'loop' option but i think I ended up using cooledit pro which somehow made them work looped in quake. (Isn't soundforge the new cooledit?)
Nah
#1615 posted by starbuck on 2004/12/28 16:50:01
adobe audition is the new cooledit pro.
Good program, by the way.
.
#1616 posted by necros on 2004/12/28 19:04:26
looping sounds in quake has nothing to do with setting sustaining loops. you must set two cue points as a region to enable looping in quake.
Hi Necros...
#1617 posted by distrans on 2004/12/28 20:14:16
...could you expand a bit on that, or point me to a tute?
Please.
The other thing, I seem to remember someone in Qmap days explaining how to link mp3 files to quake. Was that ever made into a tute?
...and Sorry All!
#1618 posted by distrans on 2004/12/28 20:30:34
...my post should've been in the mapping help thread.
YES
Cue points, or something like that. Do elaborate, necros, as I'll be needing the info soon too 8-)
...
#1620 posted by necros on 2004/12/28 23:34:20
well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.
i don't know what the difference is, except that quake looks for one and not the other.
So
What sound programs are capable of doing that? I didn't see an option in audacity.
So
What sound programs are capable of doing that? I didn't see an option in audacity.
Argh
I suck.
Hm...
#1624 posted by necros on 2004/12/29 12:39:14
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it.
.
#1625 posted by GibFest on 2004/12/29 20:06:53
Gib
#1626 posted by Jago on 2004/12/29 20:25:58
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.
Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one.
Very Nice
#1627 posted by starbuck on 2004/12/29 20:38:55
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great.
Looks
#1628 posted by nitin on 2004/12/29 20:45:10
like the UT set chicoruins to me.
.
#1629 posted by GibFest on 2004/12/29 20:56:17
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.
The lighting isn't finished just yet still experimenting.
However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back.
Gib
#1630 posted by . on 2004/12/29 21:23:47
Did you get my e-mail reply?
.
#1631 posted by GibFest on 2004/12/29 22:16:21
Ah yea jsut noticed, ta
Gib
#1632 posted by PuLSaR on 2004/12/30 03:13:31
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good.
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