Nice.
#20372 posted by
Shambler on 2011/05/14 10:47:42
Reminds me of some of the discussions between Trinca and Sleepy.
Ambushes Versus Pelgrims
#20376 posted by
madfox on 2011/05/14 16:11:32
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
#20377 posted by
starbuck on 2011/05/17 02:31:16
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.
#20378 posted by gb on 2011/05/17 05:01:51
> Wow that is a fantastic little factoid right there.
Ohohohoho. Hohoho.
Interviewers.
Re: Loading/converting Hammer Maps
#20379 posted by negke on 2011/05/18 14:29:12
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
#20380 posted by
RickyT33 on 2011/05/18 14:32:37
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.
#20381 posted by negke on 2011/05/18 14:44:02
When I try to load one inm Gtkr1.5, the windows stay empty. Bah, will install a different editor then.
Indeed
#20382 posted by negke on 2011/05/18 14:51:02
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
#20383 posted by
SleepwalkR on 2011/05/18 15:19:40
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
#20384 posted by
RickyT33 on 2011/05/18 15:21:17
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
#20385 posted by
RickyT33 on 2011/05/18 15:22:52
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.
#20386 posted by negke on 2011/05/18 16:04:46
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
#20387 posted by negke on 2011/05/18 16:05:45
You Misspelled Mispelling
#20388 posted by
Spirit on 2011/05/18 16:34:54
waggawagga
Find And Replace In .map
#20390 posted by
ijed on 2011/05/20 02:53:51
I reckon. It'll wipe out all texture info though - worse than stretching them 32 times.
There are editors that let you auto-correct textures like this though...