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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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The SC_plainsurfw3f texture has that brown color in the bottom row of pixels, should be easy to fix up in Wally or whatever your preferred texture tool is 
EricW 
That's weird. I used PhotoShop to create a 64*64 plain white texture and only drew the black outline, nothing else. How could that color possibly have ended up there?!

@mukor Thanks but according to the discussion I've just had on the TrenchBroom thread, .fgds are for J.A.C.K. 
 
I took it more as the fgd currently with AD is setup better for jackhammer and that the new one will work for both. 
Correcting Myself 
Sock didnt directly mention the fgd being improved but replied to someone about their problem with a specific aspect of the fgd being fixed in 1.5 in the AD thread post #949.

I have faith the fgd was imporved overall and not just that one area. Maybe sock will chime in on that... 
 
The fix mentioned in that post is about relays, it has nothing to do with my issue. 
Hence The Need For Me Correcting Myself 
 
TB2 
Okay, I have no idea about your skid marks in your whites then. ;)

I use the fgd for AD and I use TB2. I find all of the information I am looking for present so perhaps try both and see which one suits your fancy! 
 
skid marks in your whites
I think it might have something to do with the method I used. I had converted full color textures by using PhotoShop's greyscale mode, thus discarding the RGB channels, so when I made my set of white textures, PS was still in greyscale mode. Then I imported all these in TexMex and I suppose it's the program's texture conversion that screwed them up, because these colored parts show up in my wad but not in the individual textures. I'm currently remaking the wad from scratch. I went back to my individual textures that I had stored in a folder, converted all of them from greyscale .tga back to RGB .bmp and I'll use Wally instead of TexMex. I hope this time it works correctly. 
Mug 
For all your correct and well pointed punctuation you really are a first class retard 
 
TexMex is for wad management, not texture editing. You need to be sending it 8 bit textures with the correct 256 color palette. If you don't, it will make a best guess at conversion and if it turns out wrong, guess who's fault that is?

Does Photoshop even have a way to do 256 color editing confined to a specific palette? 
 
How did you import them into TexMex without saving them to disk? (Like why would you have to re-make them)

If your life easier you convert to the Quake palette (preferably without fullbrights) in the image editor, then CTRL-C and copy the image ... and then ALT-TAB to TexMex and press CTRL-SHIFT-V to paste the image into the wad. 
 
You need to be sending it 8 bit textures with the correct 256 color palette.
That's good to know. PhotoShop does work with a palette. I'll have to check if it accepts the .lmp format, probably yes.

How did you import them into TexMex without saving them to disk?
I didn't say I didn't save them! CTRL-C + CTRL-SHIFT-V is exactly what I did, I just seem to have skipped the palette conversion part...

I've noticed something else: the mipmaps generated from the full-size image, either in TexMex or Wally, include greys in them while the original textures only have 2 colors: black and white. In-game, this results in a change of tone in the distance, visible in the screenshot I posted earlier. Is there a way to prevent the mipmap generator from blending black and white into greys? If not, can I edit the mipmaps in PS or replace the generated ones with my own? 
 
I've mostly used bitmap for Quake when actually saving files for future use, but always as 8 bit with palette. This works perfectly for me. Seems like I read somewhere the format actually used by ID for Quake was pcx.

I never needed to mess with the mipmaps, but I seem to remember something called MipDip? Maybe look at Quaddicted or Quaketastic. 
Wally 
Is the best for texture editing imo. It lets you do cool noise effects and remip too. 
 
I never needed to mess with the mipmaps
I probably wouldn't need to with regular, colored textures (or even greyscaled like map jam 8), but I'm doing something really special with only pure black and pure white. Greys would mess that up. I'll look into MipDip, thanks. 
 
I have Wally but haven't used it for many years. I have no idea why. It looks like it can do some useful things that my ancient copy of PSP 4 can't. I don't see any way to directly edit the sub mips though. 
 
hi i want to know how to make maps with trenchbroom there is no tutorial on how to compile maps. how do i compile maps? 
 
https://www.youtube.com/watch?v=aZ5NUiYtvC8

i watched this video but there are no tutorials how to actually compile maps 
 
my map compiler says this:
${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map


output says this:
#### Exporting map file '/Users/Leo/Desktop/unnamed-compile.map'

and then i get a .map file on my deskotop
but i need it to be .bsp to be able to play it. 
 
what now? 
 
ive downloeaded 4 different mapeditors for quake and non of them are very user friendly and the resources on the interent are limited on this subject. 
 
 
Trenchbroom comes with documentation on how to compile. 
 
http://www.celephais.net/board/view_thread.php?id=61211&start=574

View this thread for the most recent compiling tools.

These are the files youll need to add to the compile screen on Trenchbroom, below:

http://imgur.com/a/xI7zu

Above is the same screen used in the Help section thats included with Trenchbroom.

Please, read all the included documentation with these files and Trenchbroom. 
 
If you have any understanding of folders, files, file extensions, and how to use Windows Explorer, then just use a batch file. Way easier in my opinion than all that gobbledygook in the wiki. 
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