Ffs
#19653 posted by ijed on 2010/11/20 13:37:48
#19654 posted by Trinca on 2010/11/20 13:54:35
no negke not again :p
already said I'm sorry ;)
and I really ment to
Roflmao
#19655 posted by JPL on 2010/11/20 14:41:08
Looks like Trinca has sudden maturity growth... Good news ;)
#19656 posted by Trinca on 2010/11/20 14:53:03
fuck off jpl
Trinca
#19657 posted by JPL on 2010/11/20 16:06:45
You're welcome :P
#19658 posted by meTch on 2010/11/20 17:23:16
caroline == buurvrouw
?
MeTech
#19659 posted by JPL on 2010/11/20 18:07:51
I am not sure, but it is really looking her painting style....
#19660 posted by Spirit on 2010/11/20 18:10:50
Yes, that is Buurvrouw.
Buurvroum Profile...
#19661 posted by JPL on 2010/11/20 18:13:16
#19662 posted by starbuck on 2010/11/20 19:24:55
will you guys stop being so fucking jewish, it's black as hell
Sad News
#19663 posted by Trinca on 2010/11/20 20:07:47
http://quark.sourceforge.net/
Quark will not have more updates :\
#19664 posted by necros on 2010/11/20 20:18:43
probably the longest running editor of all time... the sheer amount of games supported by it alone is worth a look.
#19665 posted by negke on 2010/11/20 20:24:39
Let's hope the floating point issue is among the things he wants to fix for the final release...
Just Fyi:
#19666 posted by necros on 2010/11/20 20:39:06
if anyone is using QE3 out there, do NOT uncheck "Use Brush Float Precision" in the preferences.
while the checkbox option sounds like it will help, it will actually hinder.
there is some kind of disconnect between what the map looks like in the editor, and what the editor is saving in the file. the editor seems to always work with floats regardless of setting.
unchecking that option will force the editor to round vertex coordinates when saving the file, which results in micro-brushfractures. the annoying part is those tiny fissures are not visible in the editor until you close and then reload the map.
so yeah, leave the option checked. :)
#19667 posted by Trinca on 2010/11/20 22:49:37
Hm
#19668 posted by ijed on 2010/11/21 00:14:13
I will change to the bsp editor after I finish my current crop of RMQ maps - just in the interests of not having to retexture them all due to the Valve texture format.
I could never get my head round QuArK - for converting, mapping, whatever.
It does deserve to survive though.
Trinca
#19669 posted by JPL on 2010/11/21 09:15:54
Yeah,,there are gentlemen that decided to took over. And that is definitely a good news ! whatever people think here about QuArK, I think this is a cool editor in anyway, just different from other "professional" editors, but enough to map for fun.... It just suffers from its floating point issue, else it is really perfect for dumb like me ;)
#19670 posted by Trinca on 2010/11/21 09:20:22
and me :|
the others like GTK and craft is like chinese can't make anything :(
#19671 posted by Spirit on 2010/11/21 10:47:20
Quark is much easier to use.
Radiants are much quicker for resizing and moving.
Quark makes it very easy to nicely organise your brushes and entities.
Radiants are a mess of lines if your map gets complex.
Quark is Windows only and sucks in wine.
Quark can't handle anything not rectangular well and likes to screw up your vertices.
quark has a nice texture browser and management but insists on reloading all textures each time you open it. Texture alignment is ace.
There is more but I'll stop.
If quark would have had a distinct goal at the beginning, use a better language and care more about bug fixing instead of feature creep, it could be the king today.
There are so many half-assed hardly working things in it...
#19672 posted by Trinca on 2010/11/21 11:01:29
quark has a nice texture browser and management but insists on reloading all textures each time you open it. Texture alignment is ace.
Spirit could be done shortcuts this way reload very fast(JPL teach me that)
#19673 posted by Spirit on 2010/11/21 11:20:17
It always forgot the links I made :(
I mean the reloading of the texture browser btw, not quark itself.
Spirit
#19674 posted by JPL on 2010/11/21 11:41:25
Yes and no: it is possible to include your wad in the texture browser by copying the files, instead of creating links. Actually this feature (i.e link creation) is buggy, and it forces the mapper to reload the textures each time the editor is launched.
OTOH, it is good to do so as copying the wad does not let the player to include modifcations "on-the-fly"...
Well, it is just a matter of habits... and creating the links is just a 20 seconds time before being able to map, if all your wad files are located in the same folder ;)
A Lance For Radiant
#19675 posted by gb on 2010/11/21 17:16:07
> Radiants are a mess of lines if your map gets complex.
Radiants have a very convenient function to hide and unhide stuff (select and press H, shift-H to unhide), as well as a cubic clip button that will hide most of the map beyond a short distance from the camera. ^ ^
You should work mainly in the 3D window anyway, and since the default render mode is textured, you won't see any lines.
Even Better...
#19676 posted by pjw on 2010/11/21 18:12:33
Press Alt-H in radiant to hide unselected--this allows you to quickly grab what you need to see and hide everything else. I probably use this + Shift-H more than any other key combo in radiant.
#19677 posted by gb on 2010/11/21 18:31:16
w00t, great tip.
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