@Tamagotchi
You're very welcome. LMK if you have any requests for tutorials. :)
Texture Wads
#19496 posted by Sidiouth on 2018/02/18 04:15:15
New to mapping (thanks @dumptruck_ds) and wondering where everyone gets their textures?
For the moment I'm just looking for the default Q1 textures, but it'd be good to know where to get custom textures come from too.
Here's A Start.
#19497 posted by damage_inc on 2018/02/18 05:05:08
#19498 posted by anonymous user on 2018/02/18 06:04:46
Texmex will let you open a map/bsp and save as a wad
Tex Mex
#19499 posted by Sidiouth on 2018/02/20 20:59:39
Does TexMex have a homepage somewhere? Or is it just floating around, no longer developed.
Looks Like Floating Out There
Looks Like Floating Out There
[Texmex]
#19502 posted by anonymous user on 2018/02/21 02:05:03
Guessing this one is the one people are using
https://www.quaddicted.com/files/tools/ texmex_34
#19504 posted by Bloodshot on 2018/03/03 02:44:11
This is more of an engine question but does quakespasm or vkquake support increasing the playback speed for animated textures using the +0, +1, +2 naming convention?
DP lets you circumvent this with Q3 shaders but i'm just curious if there's a more universal option for having an animated waterfall look smoother
#19505 posted by Spud on 2018/03/03 03:43:28
Not that I know of, but there's a tutorial on Preach's site about using func_wall's on-trigger function (switching texture between two sets) to double the framerate from 5FPS to 10 using two sets of premade textures.
I Should Add..
#19506 posted by Preach on 2018/03/03 10:53:12
That the method in the tutorial is a bit convoluted, because it describes how to get the effect in unmodified Quake. It would be much better to achieve the same effect with a simple mod that added QuakeC code to perform the switching between the textures.
I'm Using Func_illusionaries
#19507 posted by Bloodshot on 2018/03/06 05:52:27
So i guess i'll just deal with the low framerate.
I have another question/problem - I made a huge lift in my map that goes up slowly, it's a door -
https://i.imgur.com/GaKblfA.jpg
It has items on it, but seemingly at random while the player is riding it he will get snagged on it and take damage, and send the lift back down.
Is there any reason for this/workaround? I know i could make it so you ride it down slowly instead of up, but I have to redesign it if i do that. I wanted to avoid using a func_train but if it's some sort of engine problem I'll switch.
I'm using quakespasm btw
Wait What?
#19508 posted by Bloodshot on 2018/03/06 06:27:18
I switched to a train and the collision does not match up with the position of the train - i tested in quakespasm and vkquake and it's broken in both, but oddly enough in darkplaces the collision of the train is correct
I have no idea what's going on
#19509 posted by ericw on 2018/03/06 07:23:55
Check for an "angle" or "angles" key on the func_train and delete it if there is one.
#19510 posted by Bloodshot on 2018/03/06 09:29:53
I feel like a dope, that was it. Leftover from converting door > train
Thanks.
Check Your Server Fps Too
#19511 posted by Esrael on 2018/03/06 10:34:17
Another thing that can cause weird physics glitches, like the one you had with your elevator, is setting the server fps too high in the config (default 72, if I recall correctly). When I use Quakespasm, setting it to 150 still seems to allow everything to work correctly.
I Actually Kept Quakespasm Running At 72 Fps
#19512 posted by Bloodshot on 2018/03/06 21:10:24
It still would happen. Sometimes the train gets caught too and does a point or 2 of damage but it's alright since it doesn't break the whole sequence
Yes
#19513 posted by madfox on 2018/03/12 23:47:06
I had the same stubborn func_plat that caused me headaches to solve.
Glad finding the solution here.
(for the the func_plat head) P:
Lava Alpha 1
#19514 posted by adib on 2018/03/14 12:21:17
It's been asked many times, but here I go. There is a worldspawn key to set the lava alpha for that particular level, right? Which one is that, again?
Meet The "alpha's", Hehe (Hope This Is Correct)
#19515 posted by damage_inc on 2018/03/14 14:01:04
Worldspawn
----- Alpha Options -----
water_alpha(string) : "Water Alpha" : : "Set the transparency of water (ex .70), which are brushes textured with a water(ex *04water) texture. This setting tranfers directly to the other 'liquid' types and teleporters, UNLESS you are using an engine that supports individual 'alpha's' for each(see below). NOTE - Defaults to the players own 'r_wateralpha' settings if no value is assigned."
lavaalpha(string) : "Lava Alpha" : : "Set the individual transparency of Lava, brush solids textured with a lava(ex *lava1) texture. Default inherits the 'water_alpha' setting. If 'water_alpha' is not set then it defaults to the players own 'r_wateralpha' setting."
slimealpha(string) : "Slime Alpha" : : "Transparency of Slime, works the same as 'lavaalpha' except for solids textured with a slime(ex *slime0) texture."
telealpha(string) : "Teleporter Alpha" : : "Transparency of Teleporters, works the same as 'lavaalpha' except for solids textured with a teleporter(ex *teleport) texture."
This works for me and I believe it to be accurate but if it is not, please let me know otherwise.
I Forgot To Bold This...
#19516 posted by damage_inc on 2018/03/14 14:05:50
... and it threw me when I was testing:
IF 'water_alpha' is NOT set, then it defaults to the players own 'r_wateralpha' setting."
That means, that to set lavaalpha, it IS necessary to set a starting water_alpha to get the results you desire!
@damage_inc
Sorry For The Empty Post Above
Is this Quakespasm? Do these work in other engines?
@dumptruck_ds
#19519 posted by damage_inc on 2018/03/14 16:08:46
Yes, Quakespasm. I just assumed it was a QS related question since it was a specific lava alpha question, maybe that was wrong?
I tested with DP, FTE, AD-MOD/QSS etc... I only remember I had mixed results, not the specifics to what each one did upon map load.
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