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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?
:(
Nevermind, I Have It......
#161 posted by Abyss on 2003/04/17 22:45:07
:)
You Do..?
#162 posted by Kell on 2003/04/17 22:52:30
care to share?
No !!
#163 posted by Abyss on 2003/04/17 23:01:43
:)
Only Kidding,
#164 posted by Abyss on 2003/04/17 23:43:37
Now, this is how I got it to work, there is most likely a better way to do parts of it, especially selecting the group after it has been made, but at this time I do not know it.
First you got to copy the "funk_group" section from your Quake3 "entities.def" file which gets installed with GTK, just paste that into your quake.def file. (This, as I mentioned above, is what I thought I had read.) Then when you are in GTK, you just select the brushes you wish to group together, then either right click and select funk/func_group, or, hit the N key and bring up the entities dodad, select func_group from the list, double click it.
Then to select it, hit the L key to bring up the entities list, expand func_group, select it, click select, and it will be selected for you to work with. (If you have multiple func_groups, you could give each a name or something to identify them, I just put "name" in the key feild and then call it whatever the "value" feild, Then you can identify them individually in the entities list (L key) window). I do not know why I can not just select the group by selecting 1 brush, but I do not seem to be able to do it that way
When you want to change it back you just select one of the brushes in the group/or the group itself, right click, select "ungroup entity" and the brushes will be changed back to worldspawn. Or you could use the java version of sleepwalkers map converter and do it as mentioned above. I use the old non java mapcon which does not have the -groups switch.
It is a lot quicker than it sounds, and besides that, it is the only way that I know, so until I find a better way, it will do for me.
Abyss
#165 posted by Kell on 2003/04/18 09:41:23
Thanks, much appreciated.
Tyrlite Optimisation
#166 posted by Vodka on 2003/04/18 23:50:39
is there any way to get faster compile with tyrlite ? takes way too long already (no -extra and only ~50% of the light are there)
I`m on slow pc ;/
Tyrlite
Besides getting a faster PC and or having less lights or faces in your map I don't think there's a way... ;)
Well, if it takes that long you can always ask someone in #tf to compile it for you I guess, there are some people with quite fast machines, aren't there?
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