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?
#18560 posted by anonymous user on 2017/06/18 03:37:02
hipnotic
Having Items Drop To Floor / Move
#18561 posted by Giftmacher on 2017/06/18 15:12:43
What ways are there to make items move, like removing a brush under them and have them fall down or similar stuff?
#18562 posted by madfox on 2017/06/18 17:36:40
When you place ammu or health on a plat or train it will travell the same direction.
So making a thin trigger under them will move them the way you want.
I don't know if you can add a clip texture, but if it works they'll be invissible.
Quake Remake has a code to make brushes (ie boxes) move in a way you can push them. But this is qc, not the ordinairy way.
Pingu had a map where there is a squaddamage in the air. As soon as a trigger is pushed, the added brush on which it stood (also a clipped trigger_once) was killtargetted.
It took me quiet long to retrace the way he had done it.
#18563 posted by Rick on 2017/06/18 18:47:39
I've found pushing items to be the most reliable method.
Weird things can happen though.
Such as pushing items through solid walls:
http://www.celephais.net/board/view_thread.php?id=4&start=8415&end=8415
Automatically Compile Map When You Save It
#18564 posted by megaman on 2017/06/22 01:12:32
Quake 4 Ericw Tools FGD
#18565 posted by DaZ on 2017/06/24 14:12:07
Dropbox updated their sharing / linking of public files and broke the old link, gg
https://www.dropbox.com/s/lv4r7tmcspcz2gt/quake4ericwTools.fgd?dl=0
That is the latest fgd, supports phong shading and all the new sky stuff / bounce lights in the last *official* release.
For Quake, Or Quake4?
#18566 posted by megaman on 2017/06/24 15:12:15
Did Anyone Expirement
#18567 posted by megaman on 2017/06/25 02:51:00
with randomized monster spawns yet?
Try
#18568 posted by madfox on 2017/06/25 03:00:24
Quonquer, mapjam 5.
It has the option for waves of different (randomized) monsters.
hey,
so I'm new to mapping and I've got questions :)
- is there any way to block sounds? like teleporter ambience behind the wall? I can't hear it, but I shouldn't.
- is there any way to block lights from lighting your gun. For example my gun is being lit by colored light from behind the closed door, I don't want that to happen.
- is it possible to make brushes passable for projectiles, but still appear as solid geo?
thanks!
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