@Nemesis
The "wavy" water is a in-engine feature. Not related to textures.
#19138 posted by Nemesis on 2017/10/31 17:14:49
My bad, what did you mean earlier with weird water effects being addressed with *waterskip?
@Nemesis
Bad choice of words on my part. What I should have said is that *waterskip can make using water easier and cleaner overall. When you jump in a pool of water you should not see the boundary of the brushes under water. A lot of mappers avoid this by making the brush bigger. Bust sometimes you cannot do this. Much easier and cleaner to use the skip workaround.
#19140 posted by Nemesis on 2017/10/31 20:31:34
To tell you the truth, I was expecting what you say to happen - originally - when I built my map for the first time. Since I had used the same water texture for all sides of the water brushes, I had wondered if those side faces would be visible in-game. (I do indeed have adjacent water brushes)
It turns out those faces weren't visible though, and the water looked normal (normal aside from the translating vertex effect) - though I'd imagine this may be something dependent on the compiler used (?)
Good habit though. I remember using a "CAULK" texture for basically every brush surface, other than the visible ones, when I was making a map for Return to Castle Wolfenstein in Radiant.
Custom Monsters And Weapons?
#19141 posted by hakkarin on 2017/11/05 16:18:45
Anybody know where I can find custom monsters and weapons for Quake 1? I googled it but the only links I found where dead.
In Mods
#19142 posted by Cocerello on 2017/11/05 18:47:04
it is your main bet. Go to Quaddicted, search for the ''weapons'' or ''monsters'' tags and when you have found some that you like ask the author if they can be freely used or not.
Apart from the big mods there is only a handful with more than two or three enemies or any new weapon.
On Quaddicted
idgames2 archive will have lots of custom mods and weapons...
Quaddicted is one of the few places that it still exists.
https://www.quaddicted.com/files/idgames2/
@hakkarin
#19144 posted by Qmaster on 2017/11/06 03:09:31
Checkout the Keep mod. It has a very very large amount of custom monsters because I've added in enemies from mods all across the Quake community. Code qc source is provided if you want any particular enemies.
http://celephais.net/board/view_thread.php?id=61506&start=212
Need Help With Custom Textures
#19145 posted by hakkarin on 2017/11/07 15:13:49
I have some textures I want to use in Quake but they are in png format and not in a wad file. I used slade to create a wad file out of them but I just got an error when loading the wad in trenchbroom.
If I have png images I want to turn into usable textures how do I do this? I play my maps in quakespasm or darkplaces so I don't care about vanilla compatibility.
#19145
#19146 posted by Spike on 2017/11/07 15:33:33
make sure you wrote a WAD2(quake) and not a WAD3(halflife).
also note that quake's textures are tiny. a high-res png dumped into a wad will be a pain to map with, assuming your editor doesn't reject the 'excessive' size.
remember: 1qu = 1 texel.
(engines will repeat replacement textures on the same boundaries as the low res textures, so if you set up the size of your wad images to be the default size for your texture in quake units then you won't need to rescale images or deal with the lightmap seems that can result from that.)
and make sure that your wad images don't end up with undesired random fullbrights, because those suck.
About The Pgn's
#19147 posted by hakkarin on 2017/11/07 17:10:18
I am not using very large textures. I am using these: https://www.doomworld.com/forum/topic/92309-doom-3-textures-for-doom/
Originally they were intended for Doom but I figured I could use them for Quake as well.
And how do I safe a as wad2 instead of a normal wad? When I choose "safe as" I only get the option to safe as a wad file and don't see any other alternative. I am using Slade3.
@hakkarin
You can find wad files with those textures already made for q1 at Quaddicted:
https://www.quaddicted.com/files/wads/
hth
Thx
#19149 posted by hakkarin on 2017/11/07 20:30:19
thanks for that mate!
Quake2 Loadbrush Error
Hey, newbie in custom mapping
Trying to test my first quake2 test map .bsp and I get this error when launching KMQuake2
CMod_LoadBrushModel: maps/experiment1.bsp has wrong version number (3468 should be 38)
I know that the issue is texture related. the map has one texture, tried to change it. Does KMQ2 load the textures from pak0 or someplace else? Maybe i need older version of the Q2textures .wad?
Compiled it with tyrUtils.
can someone please HALP!
#19151 posted by negke on 2017/11/08 12:22:30
Not texture-related. You used the wrong compilers, Tyrutils are not for Quake2. Q2map.exe is what you need, or some newer modified ones like these, for example: http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Rectangular Prism
#19152 posted by winkyjuice on 2017/11/08 23:12:49
So guys I use trenchbroom for map editing and i was wondering how do i make a rectangular prism?? is there any guides on how to build more complex shapes in trench broom such as prisms?
@winkyjuice
The Trenchbroom manual is literally (not hyperbole) the single best Quake related manual you will ever see. It will show you amazing things like vertex/edge manipulation etc. (what you need in this case) Just look for the help menu item. That will launch the manual. Kristian used to have a version online but I don't think it's up any longer.
Seriously take a 1/2 hour of your time and take a read. And FYI I have to refer to the manual quite often and forget or miss things... this it what manuals are for and the dev took the time to write it for YOU.
Clip It
#19154 posted by Qmaster on 2017/11/09 00:53:35
Use that clip
Give the brush the nip
...
When a problem comes along
You must clip it!
If the brush is too long
You must clip it!
When something's going wrong
You must clip it!
Now clip it!
Into shape
Shape it up
Get straight
Go forward
Move ahead
Try to detect it
It's not too late
To clip it!
Clip it good!
@Qmaster
U just won func!!
@dumptruck_ds
#19156 posted by Winkyjuice on 2017/11/09 06:19:17
i went threw my trenchbroom file and i found the manual but all it is are gifs i don't really understand what theya re showing me there isn't just a writtten guide somewhere?
#19157 posted by ericw on 2017/11/09 07:15:38
It's a written guide, open it from the help menu inside TB
Ericw
#19158 posted by winkyjuice on 2017/11/09 08:10:17
dude thank you so muchy man i love the quake community you guys are not condescending at all and are so helpful man thanks a bunch my dude.
Ericw
#19159 posted by winkyjuice on 2017/11/09 08:10:20
dude thank you so muchy man i love the quake community you guys are not condescending at all and are so helpful man thanks a bunch my dude.
Making Solidity Optional In Custom Models
#19160 posted by Esrael on 2017/11/09 22:05:29
Thanks, Preach, for helping me make my first mod with custom models! :) If I finally finish my next map, you can be sure to be in the credits!
I also found out how to make the models solid, by adding the following line to the misc_model function:
self.solid = SOLID_BBOX;
and by adding the appropriate "mins" and "maxs" keys for the entity in the map editor.
But I was wondering if there was a way to allow the mapper to decide whether he wants the misc_model entity to be solid or not (without making two separate misc_model functions, where one is for solid models and the other for non-solid).
First I tried to do it by removing the above line from the code and adding the key "solid" to the custom entity in the map editor, with the value "SOLID_BBOX".
It didn't work, so then I thought that maybe I'd have to rephrase the code into something like
self.solid = (code that reads a key from the entity with the desired SOLID_NOT/BBOX etc. value, and then outputs it);
Am I getting somewhere here, or are my intuitions just plain amusing to you seasoned QC coders? xD
Mins And Maxs Unnecessary?
#19161 posted by Esrael on 2017/11/09 22:15:38
I tried to circumvent the problem by setting the mins and maxs values far away from the map to place the bounding box far away from the entity, but it didn't seem to work. I guess Trenchbroom issues the bounding box to the model from the entity definition file?
Are the mins and maxs keys completely unnecessary then?
Should I just solve the problem by placing skip textures inside the models that I want to be solid? That way I could also have the models cast shadows.
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