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Light Editor 
A real time light editor would be great. A stand alone program would be fine. Sliders for the various light options (delay, attenuation, light styles, color ect). Spinner controls for spotlight placement. Export to .map file. TB does a good job of previewing geometry, previewing the lightmap I think is the next evolution to editing. 
Some Sad News 
Hmm... 
In mac osx, Blender doesn�t show me those option of enabling bsp format.
Unpacked everything in the right folder, i guess. 
Mfx: 
Sorry if it doesn't work for you. I just downloaded, installed and tested it in Windows (I used Linux at home) and it was fine. Here are the steps:

1. Extract the folder io_mesh_bsp to your blender/<version>/scripts/addons folder (I don't know where this will be on the mac version, but I assume it's the same.
2. Start Blender (or restart if it was already open)
3. File > Import > Quake BSP (.bsp) should now be available from the menu.
4. Select a bsp file and it should load.

Tips I forgot to mention in the txt in the zip:
1. Blender's default texture settings are fucked so most people probably won't see any textures. You need to enable GLSL from the display section of the panel that appears when you press the n key (mouse cursor must be in the 3d view I think)
2. If you enable GLSL, the lighting will be mostly black by default, so select the Lamp object from the outliner and set it to "hemi" so it lights everything quite evenly. 
Oh Yeah 
you'll need to save the startup file for options like GLSL, lamp to hemisphere type, backface culling etc. to be saved.

If you want a pixelated look for the 3d view (but not renders...) then you need to go into user settings (ctrl+alt+u) > system and disable mipmaps.

I think they are working on a new 3d view for an upcoming release (maybe this year?) so hopefully this kind of shit will get better. 
And... 
to get blender to remember that you enabled a plugin, you need to save user settings, otherwise it will only be available until you load another file or select file>new. Some things like this are quite annoying. 
Than 
the problem is not Blender nor Windows or Linux,
addon is working fine in both.
Fucking OSX...Grrrr...most expensive one is least useable one,
me pukes... 
What The... Not Logged In? 
 
New QC Compiler? 
Get Into Bed With Us And We'll Treat You Like A Princess 
New QCC Compiler? 
Will have to try it out sometime. 
@Hrimfaxi / Re: #22973 
Ok, no problem. I may have to go back there within the next coming year, so maybe another attempt would be possible ;) 
Checking Func 
Whilst on holiday. I must be cray cray. 
Yay 
question so dumb you'll wonder how it's possible I need to ask (arg, many similar versions of same map):
is there a command (or an easy way) to find out exactly what bsp file a demo is loading when it loads

I don't want to haveto delete all the versions I think it might be and check if it works heh. 
 
Run the demo through lmpc and it'll be in there somewhere... (or run "strings $demo_file | grep bsp" or equivalent). 
Mwh A Winner!!! 
The 23,000 post award. holy shit that allot of bs for 1 thread 
Blender BSP Importer 
Sorry to keep spamming about this. I've created a thread over at Blender Artists about the importer, with a link to the latest version etc.

http://www.blenderartists.org/forum/showthread.php?297143-Quake-(1996-game)-bsp-import-script

I doubt I will work on it anymore unless more bugs are found, but there is a list of possible improvements in the readme. This includes filtering models by entity type, importing lightmaps and welding vertices on import.

Also, as a side note, the best path I found for getting it into Maya seemed to be via dae if I remember correctly. If you want to do that, there are a bunch of export options, so if dae doesn't work well, just try dxf etc. until something works. I definitely had dm7rmx in maya though. 
Proof Reading Before Posting Is A Virtue 
getting it into maya -> getting imported bsps from Blender into Maya. 
Double Tool 
Two tool posts in a row. Well, this is more of a micro-tool...it's a little bit of python code which lets you turn a directory of files into a pak file on the command line:

http://tomeofpreach.wordpress.com/2013/06/22/makepak-py

In case the usage isn't obvious from the code: save the text to "makepak.py" then call it like so:
makepak.py mydir pak1.pak

There's no error checking or anything, it's a 40 line program, but it's kinda neat. 
Preach 
cool stuff. Whilst I do all my Quake stuff in Windows at the moment (not that I've been particularly active over the last few months), I am gradually trying to switch my pc use over to linux. I realised that although there are a couple of Linux editors (notably Trenchbroom, YAY!), there aren't m/any tools for working with pak files, wads, mdls etc.

Given how easy writing these kind of tools is, I thought it might be worth making a few simple applications to do so. Good to see you made a pak creator. Can it extract files and list pak contents too? 
Afraid Not 
It's a very one-time bit of code, written to do a single task cheaply. It's probably not too hard to adapt it though, if you understand the "struct" module in python.

The quakewiki entry on .pak files is also very good:
http://quakewiki.org/wiki/.pak
It has some sample c code for accessing pak files and extracting a particular file, which would be very pretty easy to adapt. 
Also 
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_3.htm#CPAK0

I normally use this page for quake stuff, even though it's out of date and contains a few errors since it was made before the final version of Quake was released.

To extract pak files, this works: http://pastebin.com/8hxV0vvk 
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