Are Their Any Mapping Tools
...that allow you to "mirror" brushes? e.g. Make a "flipped" copy of a room or level?
I tend to recall this but it may have been a dream or something from Doom editors.
QuArK Has Mirror Duplicators.
#18536 posted by mfx on 2017/06/07 19:22:55
@mfx
Shit!
To mis-quote Indiana Jones: "Quarks, it had to be Quarks."
I appreciate all the Quark has to offer -- but the UI is so baffling to me I've never used it to even build a box room.
Tb Has Flip
#18538 posted by ericw on 2017/06/07 20:43:45
Ctrl+f
#18539 posted by Rick on 2017/06/07 20:58:16
Netradiant can do it. You just make a copy, then you can flip or rotate on any axis
Ericw
heh.
I use Tb2 everyday and didn't realize that. doh!
Thanks for the responses guys.
How To Release New Q1-single-player Map
#18541 posted by xlarve on 2017/06/11 19:26:38
Hey, guys! I need help.
Finally, i can finished my 8-month-marathon of the creating q1 single player map. A Little off topic, but where else to write... now question is how to release map here - on celephais.net?
How To Release A Map
#18542 posted by negke on 2017/06/11 20:09:28
- Make sure it's properly tested, all the bugs/leaks fixed, fully compiled.
- Write a readme text with all required information about you, the map, mods or settings needed etc.
- Zip up everything, ideally using consistent names for all files (mymap.zip/mymap.bsp/mymap.txt etc).
- Upload it somewhere, either on your own webspace, some shared hoster (not recommended), or in the appropriate folder on quaketastic.com (see screenshots&betas thread for login).
- Post a news thread here with information on the level, screenshots and a download link.
How To Release A Map
#18543 posted by xlarve on 2017/06/11 20:46:04
Negke, thanks.
- Map only tested by myself but tested while creating map all the times. Now I'm testing - walking through map again and again...
- about readme... Ive download some of q1 maps (even have your map) and watching whats inside. Readme ready...
i supposing - the map release tomorrow or on the next week (now im testing and checking map).
Release It In Beta Form First
wait for some others to maybe find something that you haven't
make changes
then release
oh you did, please disregard previous message.
I'm Gonna Disagree On That
#18546 posted by czg on 2017/06/12 15:44:52
Don't release it as beta, find some people who are willing to betatest it for you and send it to them only.
Releasing as beta and having multiple versions of a map available publicly only leads to confusion and frustration.
Then make changes and release.
Animated Texture
#18548 posted by madfox on 2017/06/13 04:00:29
I have an animated texture with lots of green and yellow. I tried to darken it by turning down the gamma. For some reason no matter how dark I make it, in game the colour stays as pale as the original.
Is this something with quake's pal?
original
darkened
@madfox
#18549 posted by Redfield on 2017/06/13 04:16:44
I'm not sure what program you are using to make or organise the textures, but I find that TexMex does not always do what you ask when you "adjust brightness" or "remove fullbrights". Sometimes it works sometimes it doesn't.
I have made some new textures for a map I'm working on using mtPaint. I created the Quake palette in mtPaint (by entering Hex codes) and then transfer the textures to TexMex. I would suggest trying to darken the textures manually by painting it with darker colours from the palette. Or using the paint software to lower the brightness.
That animated texture looks amazing by the way.
Redfield
@redfield
#18550 posted by madfox on 2017/06/13 04:52:35
The texture comes from a collection of pix I gathered after typing google/bork. Original it was in a perspective side, but I skewed it round.
It was only a two framed gif, so I used SqirlzMorph to blend it up to nine frames.
Then I used PaintshopPro for adding the quake.pal before I translated it with quark4.7 to a wad. Then I wondered why it looked so pale, so I lowered the gamme 50%. Then it didnt change in game. It doesn't matter if I change the gamma with Wally or Texmex, so I guess it has something to do with the large amount of yellow in the Qpal.
I could do it manually by changing the colour, but that would be awfull lot of work. I guess ther must be a simpeler way.
desaturate the image, then colourise it to a green colour before applying the quake palette.
@shamblernaut
#18552 posted by madfox on 2017/06/13 23:01:13
Thanx! I'll try.
Really Stupid Question But...
#18553 posted by anonymous user on 2017/06/14 18:12:52
How do I launch TB after having compiled it in linux?
Nevermind
#18554 posted by anonymous user on 2017/06/14 19:02:16
I got it running, but there's no games available in the preferences window, and also no .trenchbroom file in my home folder that I can set the paths manually. I heard about TB by using it a little on my friend's windows machine and really liked it, so I guess if nothing else I'll set up a small windows partition on my drive and see if it works there.
#18555 posted by ericw on 2017/06/14 20:00:26
IIRC if you launch it from the build directory without installing, there's a TB_DEV_MODE environment variable that needs to be set to tell it to find the resource (game configs, etc.) in the build folder:
TB_DEV_MODE=1 ./trenchbroom
Looks like this is an omission in the build instructions.
Quake Chars / Quake Name Maker
#18556 posted by negke on 2017/06/15 15:10:09
I tried to get some red centerprints using the Quake Name Maker script on Quake Terminus as well as some standalone tool, but all it ever displays in game is gibberish. I doubt it's a problem with the script/program, but could it be Windows 10 messes up the output somehow?
Text Color
#18557 posted by Qmaster on 2017/06/16 18:59:08
If you are trying ^1 type color callouts, they only work in Darkplaces. If you are trying the bold orange text use backslash b on either side of the text. But bold text only works on any engine other than Darkplaces.
Func_train Sound
#18558 posted by generic on 2017/06/17 00:27:41
Is it possible to stop a func_train's sound when it reaches its last path_corner?
Train Sound
#18559 posted by madfox on 2017/06/18 01:55:37
I tried several oppertunities, but I think it can only be archived with altering plats.qc.
Targeting to the same endposition only leads to a hanging sound. Killtarget won't work, and there's no killsound.
In what mod does the scuba gear appear?
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