I Ran It Using The Resized Textures
#2276 posted by HeadThump on 2004/07/20 10:29:45
and the lighting doesn't show up. It must have something to do with my texture/lightmap experiments. Rename the texture file Venice so DP doesn't read it in and the lighting will show up.
I use the beta available on Inside3d.com but modified with my own code (mostly to do with entity behavoir and interpolation so it should not effect the light display, in theory).
HeadThump
#2277 posted by Kinn on 2004/07/20 12:28:57
groovy. mail sent :)
Clipper Tool Uses Caulk
#2278 posted by R.P.G. on 2004/07/21 16:02:11
In what scenerio would it be useful to tic "Clipper tool uses caulk"?
Rpg
#2279 posted by metlslime on 2004/07/21 17:39:07
When you build things that are entirely detail brushes, and you have most of the sides caulked already. The idea is that you want any new face to also be caulked until you tell radiant otherwise.
Maybe not so useful the way q3 tools handle detail, but very useful the way MoH tools handle detail.
Q1 Tools Update
#2280 posted by aguirRe on 2004/07/23 06:12:50
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.
Any comments are welcome.
Q1 Tools Update
#2281 posted by aguirRe on 2004/07/23 06:15:23
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.
Any comments are welcome.
Praxinoscoop
#2282 posted by madfox on 2004/07/25 12:06:50
I was trying to build a praxinoscoop in Quake1.
I used the Hipnotic Mission pack for it.
After trying, I realized the func_rotate_object can't make enough speed, to melt the pictures together.
Is there an option for making it turn faster?
http://members.home.nl/gimli/Praxino.zip
After
#2283 posted by aguirRe on 2004/07/25 12:08:48
a small change in the engines, I'm now finally able to play sm20_amrik, ne_os1 and others the way they were intended to.
One-Hundred-And-Eighty-Two shamblers to go ...
No Patch/Bevel Love
#2284 posted by biffton on 2004/08/04 11:46:09
Gah, got a prob in doomedit (although I'm sure its a common thing, just dunno what to do) -- got a patch and a bevel set for it, but the bevel doesnt line up with the patch =( Its like at a lower scale or something, even though it meeta right at the end of the patch its supposed to be hitched on.
Anyone got an tip?
More Clipnodes
#2285 posted by Kinn on 2004/08/04 17:26:36
(Quake1) Do bmodels add to the number of clipnodes in a map?
I'm Not Sure
#2286 posted by aguirRe on 2004/08/04 17:49:02
but I think they do since they appear in the clipping hulls 1/2 where the clipnodes originate from.
One easy way to check in your map would be to add the qbsp -noents option which will remove all entities except world and players and see if the # clipnodes change.
Thanks
#2287 posted by Kinn on 2004/08/04 17:56:35
I'll try that :)
Bmodels
#2288 posted by Kell on 2004/08/05 11:06:34
...add clipnodes ( unless they're func_illusionarys, for obvious reasons ). I know this because I tried to make my terrain into one big func_wall an the clipnode count went orbital, preventing the map from loading.
Kell
#2289 posted by Kinn on 2004/08/05 16:39:56
Yep, I've just discovered that.
The good news is, my clipnodes are almost below the threshold now, after spending weeks doing nothing but optimising the brushwork and smearing everywhere with clip brushes.
Nearly there!
#2290 posted by distrans on 2004/08/05 20:21:34
...and smearing everywhere with clip brushes
Hehe, just struck me as funny.
Kell
#2291 posted by aguirRe on 2004/08/06 07:48:06
Did you get my last two emails?
Aguire
#2292 posted by Kell on 2004/08/06 11:04:57
Yes indeed. It just takes me time to reply, cos I have to go home and extract stuff and walk back to the 'netcafe then remember I need to visit an ATM and...you get the idea :P
Mail imminent, btw.
Compiling Help Plz
#2293 posted by h20ryder on 2004/08/11 11:00:17
I was looking for a GTK q1 map compiler
that dosen't use java. I thought i saw a
version which didn't require java.
Any help.
thanks in advance.
GTK
#2294 posted by Kinn on 2004/08/11 11:02:49
I believe GTK 1.5 supports q1 "out of the box".
Ummmmm.....
#2295 posted by h20ryder on 2004/08/11 11:07:40
GTK 1.5?
I only see 1.4.
GTK
#2296 posted by Kinn on 2004/08/11 11:11:15
GOD BLESS YOU!!!!!!!!!!!
#2297 posted by h20ryder on 2004/08/11 11:18:33
Life is good....
Now if i can only learn to map like others.
Thanks for the HELP.
-water
...
#2298 posted by necros on 2004/08/11 11:26:30
what's the deal with 1.5?
when you say "much has changed" how much is much?
i realise the chief change in 1.5 is that you can load q1 .maps and load q1 .wads, but what about the controls? are they the same?
i still use 1.4 because using batch files and converting the q2 map files into q1 before compile really doesn't bother. how much am i gaining by switching over?
GTK
#2299 posted by Kinn on 2004/08/11 11:32:17
necros - well, hehe, I'm a Hammer user atm, so I don't actually use GTK, but I follow its development because I will be using it to make my next map - which will be a Q3BSP for DarkPlaces. I'm sure there are plenty of 1.5 users here though that will be happy to explain the changes.
h20ryder - you're welcome!
Question For Necros
#2300 posted by h20ryder on 2004/08/11 11:35:36
Your using 1.4?
What do you use for compliling may i ask.
That was my original question..
Thanks.
I'm going to try 1.5 anyway.
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