#19137 posted by Spirit on 2010/08/23 14:59:48
Yeah, definitely. You can easily strip out the " 0 0 0" from the exporter skript. Also set a different texture. I think I broke some more advanced stuff in my copy of it.
Triangulating the faces and splitting them all (for that there is a key iirc) should be trivial for smart Blender scripters.
Update
#19138 posted by rudl on 2010/08/23 15:11:59
* It is possible to set the grid quake like in view properties
* I suggest to make a hexagon on 8x8 grid then split and then copy and paste, splitting process is way shorter then. The Problem: editing the mesh by pulling single vertices wont work because they are not connected.
However it still works very good with the PROPORTINAL editing tool (press O) Of course don't forget to snap everything to the 8x8 grid (shift+s)
*I recommend to scale the extruded vertices along Z by 0 , -> then they form a plane. (looks better)
*everything works with blender 2.5 too but the q3.map script is not included yet so you have to open it with 2.49
http://www.quaketastic.com/upload/files/misc/blenderquake.png
#19139 posted by rudl on 2010/08/23 15:13:10
seperating the brushes is still some work
Hmm
#19140 posted by rudl on 2010/08/24 14:59:41
gtk-recordmydesktop is a little bit crappy.
created videos don't work with gmplayer
and it needs compositing.
you can also enable compositing in metacity in the gconfeditor
#19141 posted by Spirit on 2010/08/24 16:19:33
ffmpeg -f x11grab -s 1680x1050 -r 25 -i :0.0 -sameq /tmp/out.mpg is teh shit.
Good Work!
#19142 posted by madfox on 2010/08/24 23:44:13
you're doing there, with Blender!
I have a rough way to handle the editor, but ended when I couldn't export my file to a Quake compatible.
#19143 posted by Spirit on 2010/08/25 00:09:27
Hmm
#19144 posted by nonentity on 2010/08/25 01:09:08
Good skills Spirit.
I like how his experience of professional design and modern involvement with games mirror my own ("this level/mission/random graphical detail could have been done so much better dammit, I used to make this shit [continue rant for up to 7.3 hours depending on level of intoxication]").
Also, did you manage to get the .map files off of him?
#19145 posted by gb on 2010/08/25 03:36:06
I'd like the loop cut tool from Blender in GTKRadiant.
#19146 posted by rudl on 2010/08/25 11:17:21
loop cuts are awesome, especially selecting loop cuts, removing them...
Here Is Another
#19147 posted by rudl on 2010/08/25 11:46:32
Nice One Spirit
#19148 posted by rj on 2010/08/25 19:50:09
a good read; nice to know past legends are still around. mexx especially - his later maps have inspired me more than any other, pretty much. please do let us know if he ever provides sources :)
Mexx.
#19149 posted by Shambler on 2010/08/25 23:41:33
Nice one. Big name.
Hmm
#19150 posted by nonentity on 2010/08/27 17:02:37
Best custom Q3 engine atm? I remember someone mentioning o9? i9? something like that. Suggestions please...
#19151 posted by Spirit on 2010/08/27 17:27:35
ioquake3
The only one I know of.
Challenge Q3
#19152 posted by megaman on 2010/08/27 21:58:27
promode.org, if you can deal with arqon's attitude.
#19153 posted by anonymous user on 2010/08/30 00:30:29
Random Q1SP Tip #5+-
#19154 posted by negke on 2010/09/01 13:35:39
Araivo / Monkey Rage by Jago. Great construction and attention to detail, casual gameplay. A bit too dark, though.
Quick Quake Q
#19155 posted by rj on 2010/09/01 22:02:09
does the game look inside or outside pak files first?
say if you have two files with the same name, one in the pak, one out of it.. which normally gets read?
also if you had two files with the same name in pak0 & pak1 respectively, which would get used then?
i'm sure i used to know this...
#19156 posted by anonymous user on 2010/09/01 22:09:13
Inside the pak. Pak1 overrides pak0.
also if you had two files with the same name in pak0 & pak1 respectively, which would get used then?
You mean like, Quoth's progs.dat in pak0 & pak1?
</snarkyass>
It's Confusing
#19158 posted by necros on 2010/09/01 22:22:53
afaik, this is how it works:
if you are in id1, loose files override pak files.
if you are in a mod directory, pak files override loose files.
higher numbered pak files always override lower numbered ones.
i think.
like i said, it's confusing. -_-
#19159 posted by metlslime on 2010/09/01 22:26:20
i think the search order is:
mod/pakfiles
mod/loose file
id1/pakfiles
id1/loose file
and the pakfiles in a directory are searched high to low numbers (9, then 8, then 7, etc.)
Once a file is found the search stops and it uses that file.
Coolio
#19160 posted by rj on 2010/09/01 22:29:07
cheers. wanted to put some replacement sounds in id1; pak2 it is
Kawaiik
#19161 posted by Zwiffle on 2010/09/02 18:16:57
Has this been posted before? Prometheus' adorable Quake art
http://androidarts.com/kawaiik/kawaiik.htm
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