Texture Is Wonky?
#20632 posted by Bloodfury on 2020/11/30 18:59:33
Hi guys.
Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared.
Texture Is Wonky?
#20633 posted by Bloodfury on 2020/11/30 18:59:33
Hi guys.
Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared.
Bloodfury
#20634 posted by
metlslime on 2020/11/30 19:08:02
If it is angled on more than one axis, it might not be solvable in standard quake map format.
However, in Trenchbroom you should be able to solve it in "Valve Texture Mode"
Texture Is Wonky?
#20635 posted by Strihon on 2020/11/30 19:11:36
https://imgur.com/oaU4jd5 here is a pic to clarify.
Texture Is Wonky?
#20636 posted by Bloodfury on 2020/11/30 19:20:34
How do you do this in valve format?
Texture Is Wonky?
#20637 posted by Bloodfury on 2020/11/30 19:22:02
And how can one change the map format afterwards?
I tried to copy and paste the map to a new valve format map but the editor states an error.
Could not parse clipboard contents: At line 1, column 1: Expected '{', but got string (raw data: 'Texture')
#20639 posted by Strihon on 2020/11/30 19:50:10
Thank you!
Pro-tips on lighting your maps when using delay and bounce is out of the question?
#20644 posted by
metlslime on 2020/12/10 01:13:25
use small, dim lights to fill in shadows cast by bright primary lights. This helps fake the natural bounce that light has. Check out my map sources, none of them use "bounce" and i don't think i use "delay" for anything (but i do use "wait" sometimes, not sure if that is off the table too.)
#20645 posted by
metlslime on 2020/12/10 01:18:10
also... lights on plane with a surface won't light that surface. So you can do this:
- With a recessed light fixture, place a light in the hollow cubby but co-planar with the larger wall surface. This fills the inside of the cubby but not the surrounding wall.
- Then place a dimmer light out in front of the wall a small amount, to give some light on the wall around the cubby.
- Or, if there is a perpendicular surface, like a floor, place a light on the floor plane, so that you can simulate light bouncing back up onto the wall. It won't light the floor.
- if a spotlight is shining down onto the floor, place a dim light just above the floor to create bounce light on the surrounding walls, this also softens the circular edge of the spotlight.
Trenchbroom Cannot Open E1m5quoth Map File
#20649 posted by anonymous user on 2020/12/25 04:49:11
https://www.quaddicted.com/reviews/e1m5quoth.html
https://imgur.com/a/AZgmFLL
Trying to take a gander underneath the hood, but I can't seem to in either Valve (first image), or Standard. Using the latest Trenchbroom.
Anon
Select Standard mode in the drop-down and it should open. Bal convinced Sleep and ericw to change the default behavior. A decision that has caused confusion for people who want to examine older maps.
Bal Is The Worst
#20651 posted by
negke on 2020/12/28 21:41:41
But TB should really auto-detect the map format on load...
The map in question uses Valve 220 format by the looks of it.
Line 10273
#20652 posted by
negke on 2020/12/28 21:56:59
Well, there's a syntax error in the map file which prevents it from loading in TB (though not in Netradiant). Open the map in a text editor like Notepad++ and delete the opening and closing brackets on line 10271 and 10272. Then the map will load fine.
( 64 1720 -64 ) ( 48 1720 -64 ) ( 48 1592 -64 ) CITY2_7 ...
}
{ ←
} ←
{
( -832 -416 40 ) ( -832 -416 24 ) ( -320 -416 24 ) METAL5_2 ...
#20653 posted by anonymous user on 2020/12/30 02:06:53
Alright, thanks a bunch! Opened right up.
Force Field
#20654 posted by
Maxxwell07 on 2020/12/30 13:54:05
Guys how do I make a force field? I cannot find anything on this. No tutorial or anything. Could you guys help me out?