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Spirit 
Not sure where to post this, but it seems as though the zip for The Tale of Abbots Rune by Spacegod is fucked. 
 
http://www.quaddicted.com/reviews/sgodrune.html ?
zip file is fine, problem at your end. 
Nice. 
Reminds me of some of the discussions between Trinca and Sleepy. 
Ambushes Versus Pelgrims 
I started playing all SP maps on Quakaddicted.
Had to do this much earlier but was so lame with mapping I hadn't the chance.

Woot! You struck me Pingu!
Excellent. 
New Tim Willits Interview 
http://gamingbolt.com/id-software-exclusive-interview-with-tim-willitis-creative-director-on-rage

Nothing groundbreaking but a good read. Looks like we aren't getting any Quake any time soon, or any Commander Keen! Massive shock I know. I'd love to force them to work on a new Commander Keen actually, I'd play the shit out of that. 
 
> Wow that is a fantastic little factoid right there.

Ohohohoho. Hohoho.

Interviewers. 
Re: Loading/converting Hammer Maps 
So is there a way to do this? Even if the additional texture offset information gets lost.
Sleepy, you weren't by any chance thinking about hacking up some quick conversion tool, were you? ;) 
You Can Easily Export A .map File From Worldcraft/Hammer 
And then you can load the .map file into any editor you like, but any surface which uses the valve 220 texture info will appear incorrectly. You can then correct them manually. I know this works, I tried it with BSP editor just last week, when we were talking about it. 
 
When I try to load one inm Gtkr1.5, the windows stay empty. Bah, will install a different editor then. 
Indeed 
BSP could load and save it. Unfortunately the map I tried ended up with most of the wall textures being vertically streched to 32. :P 
Neggers 
I was thinking about it. It would not be too hard, but obviously there would be some loss of information / precision:

1. Rotation would probably be less precise.
2. Textures on slanted surfaces would get stretched again as standard Quake uses the coordinate axes as texture axes to generate texture coordinates. 
Yeah - That Is What Happened To Me Also 
Could you then export it from BSP into Radiant?

I like the idea of some really clever person writing a util which converts a 220 map back into a standard Q1 map, even if all it does is un-stretch all of the textures..... 
Sleep 
I know what you mean, i.e. when you have a 45 degree sruface in Quake you have to make the width/height 0.75 to make it look normal. 
 
Yes, after saving it in BSP, Radiant could load it. Turned out not only most of the textures were streched, they were also rotated by 1. Seems like BSP interpreted the offset values as scale or something. 
Why Do I Keep Mispelling Stretched 
 
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