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Ricky 
Some quick feedback:

Make the block text properly formatted for upper/lower case - it's hard to read.

Maybe make out the background map lines a bit more, maybe desaturate them a bit as well.

Less is more! 
 
Make the block text properly formatted for upper/lower case - it's hard to read

What do you mean by 'block text'?

Tad confused because I DID have it as a font that was 100% capitalised. But last night (about midnight) I changed it to Arial. Just the paragraphs and lists.

I lurve feedback and constructive criticism, but I don't know what you mean. 
Block Text 
The below is what I mean by block text, I copied it from your site and it appears to be an ALL CAPS FONT, but not arial, unless it's some bad all caps version.

"Deja Vu!" was my first official Quake 1 singleplayer release. It comprises of six small boxed maps. You can see how my mapping becomes more..

The above is readable, but this is how I'm seeing it on your site:

"DEJA VU!" WAS MY FIRST OFFICIAL QUAKE 1 SINGLEPLAYER RELEASE. IT COMPRISES OF SIX SMALL BOXED MAPS. YOU CAN SEE HOW MY MAPPING BECOMES MORE..

Which hurts my eyes to read. 
Ah - Right 
That's not right - refresh your page/cache.

It DID look like that, but I already changed it :)

Does refreshing your page/cache fix the issue? 
Than: 
The function Mod_LoadBrushModel is a good place to start (in gl_model.c) 
Ricki 
The text color could be a little bit brighter. 
Madfox 
Just send Willem an email and ask him to delete the wrongly uploaded files or move them to the right directory. 
Oh... 
i forgot though, this is actually confusing and hard to find -- in addition to the stuff in gl_model.c, the actual UVs are calculated in BuildSurfaceDisplayList, which is in r_brush.c. 
Hah 
Ok, my bad. 
Metl: 
Thanks! I've got all the texture loading code working now. It was a bit of a nightmare because I made some stupid mistakes and wasted a lot of time searching for really dumb bugs because textures were flipped and colours were wrong. Next step is to correctly assign uvs and textures.

Note that the textures can be stored in the .blend file. This is a pretty nice feature! It's still possible to export them, though I don't know if there is any way to get permission to save files anywhere other than /tmp/ from a python script in blender. For obj compatibility it will probably be needed... and dealing with special characters that aren't compatible with windows file names, like * in liquid texture names :( 
Trip To Denmark 
I'll be in Copenhagen for job reasons by June 18th-19th. If any danish mapper wants to meet there... just let me know ;)

Oh, and for all the perverts that think I am trying to date, just shut up :) 
This Spammer Really Sucks 
 
Not Sure But.... 
... I hope it is not date + Copenhagen in post #22963 that triggered this spamming burst... though... :P 
JPL 
would have loved to meet you! But I don't live in Copenhagen anymore and the dates you gave is spoken for!
But I hope you will like Denmark anyway! 8-) 
Yay 
shit slow and hacky code in places, but it works:
http://www.quaketastic.com/upload/files/misc/blender_io_mesh_bsp_0.0.2.zip
pic: http://www.quaketastic.com/upload/files/misc/bsp_importer_wtex.png(1.5mb! sorry)

Quake .bsp import script that imports hopefully any old .bsp as a textured and uv mapped mesh in Blender.

It's kind of slow. Sorry about that. 1 minute + for very large maps I guess. Still, that's much faster than building by hand :) 
Shit 
if I don't preview, I know for sure there will be a mistake...

http://www.quaketastic.com/upload/files/misc/bsp_importer_wtex.png 
Very Cool 
That's really awesome stuff Than. I'm sure that everyone would like to edit BSPs like that, and equally sure it would be a nightmare to actually implement. But I can see a feasible next step for someone who was keen: lighting! I actually suspect that it would be marginally easier to create the lighting in the blender editor and export that back to the BSP. I will admit that I don't know how good the lighting support is in blender though... 
I Have Been Thinking 
about writing an editor that edits the BSP directly. I'm not sure if it's feasible, though, but I imagine it to be pretty cool. 
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