CZG:
#228 posted by Wazat on 2003/05/21 20:44:26
If you still need help with the camera or any coding, e-mail me at:
static _ void @ hotmail . com (remove them spaces).
I'd be happy to help you with the camera code and anything else. You'll likely run into the sticky camera effect and the water bug and I may be able to help.
Texture...
#229 posted by necros on 2003/05/28 18:03:44
can anyone point me to a wad of the oblivion textures
Fern Has Them...
#230 posted by metlslime on 2003/05/28 18:13:20
A Little Problem On Which Path To Take...
#231 posted by necros on 2003/05/28 21:22:25
ok, well, i mentioned in the qexpo thread that i was doing a ss2 themed map... well, i've got two choices now that i'm torn between.
basically, should i make the map for regular 'stock' quake execs, or should i make it for the tenebrae engine.
Tenebrae:
Pro - It will look fantastic, be able to use more than just 256 palette, shadows.
Con - It will take twice as long to make, not as many people will be able to play it, possibility that i might give up if it takes to long and gets too complicated.
Stock Quake:
Pro - Easy for me to make, accessible to everyone, good possibility that it'll be finished.
Con - Won't look as good, ss2 texs don't look the greatest in quake's palette (i suppose i could try to figure out how to redo the palette, so this point could be moot)
can i have some opinions on this? which route should i take?
-----------
btw, thanks metl. you made those textures?
Best Choice
#232 posted by Vodka on 2003/05/28 23:06:15
just use any engine that supports external pcx textures: tq, fq etc
also I`d recomend you use q1rad to have lighting similar to sys shock
Yeah
#233 posted by starbuck on 2003/05/29 08:31:33
i was gonna suggest to use external textures but speedy got there first. That way the textures wont lose their quality from system shock, its still easy to build and will work fine in GL/software quake. And then if i get bored i can make the SS textures into tenebrae format too! :)
Well, I'm Not Realling In Need Of Help
#234 posted by R.P.G. on 2003/05/29 15:38:13
Okay, I asked this in IRC but Maj told me not to ask questions. So, dutifully ignoring him, I thought I'd ask my question here.
When lighting a Q1 map, and it says "Lighting face 15197 of 15343", it's refering to surface planes that were formerly brushes, right? And not triangles (unless the surface was made of a triangle)? Furthermore, if it is planes from former brushes (and I suspect it is) then when QBSP merges two surfaces, that becomes a single face, yes?
No real reason for asking, other than curiosity. And I think I answered my own question, anyway.
Q1rad...
#235 posted by necros on 2003/05/29 17:12:13
is it possible to completly light a map solely from surface lights? i'm trying right now, but everything is very dark...
what exactly does -gamma do? will it make stuff brighter?
Faces Are Polygons
#236 posted by metlslime on 2003/05/29 17:26:49
they are the things you see when you're playing quake. They are what gets lit.
Err
#237 posted by R.P.G. on 2003/05/29 21:33:39
Polygon meaning many sides, so yes faces are polygons. That's not what I meant though. When running r_speeds it's measured in polygons, which I thought was a count of the visible triangles which are visible with the showtris command.
But regardless, I believe I found the answer to my own question. In the quotation above (Lighting face 15197 of 15343) I took that from the lighting step of SM69, and the number of triangles in that map is certainly much above fifteen thousand. Fifteen thousand surfaces sounds much more reasonable.
R_speeds...
#238 posted by metlslime on 2003/05/29 22:15:54
in stock quake engines measures polygons, not triangles. pretty much every part of the process, from light.exe to the renderer, only cares about polygons. Of course, your video card turns them into triangles before rasterizing them (in non-software engines.)
Interesting
#239 posted by R.P.G. on 2003/05/30 00:49:38
I have learned.
Doors In Worldcraft
#240 posted by ChAiNeR on 2003/05/31 22:51:02
hi, i have a question.. is it possible to have a door which opens when triggered, and stays open until triggered a second time? If so.. how can that be implemented using the Worldcraft editor? (if anyone else here uses it!)
TIA :)
Yes
#241 posted by metlslime on 2003/05/31 23:11:01
spawnflags 32 (i think this is "toggle") and wait -1.
I Need Help !!!
#242 posted by here on 2003/06/01 11:47:21
I try to make a changelevel on Return to castle wolfenstein . And i found a new thing the script : I need french help for scripting.
Where can i found it ?
Here
#243 posted by pushplay on 2003/06/01 18:34:48
I wouldn't know. You might find more help if you asked in one of the french RTCW forums. I know there are at least two active ones.
Metlslime
#244 posted by ChAiNeR on 2003/06/02 03:12:34
thanks, wasn't quite sure what the toggle thing meant
Thanks Pushplay
#245 posted by here on 2003/06/02 03:37:00
I go now on RTCW !!!
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
TRIPLE POST!
#249 posted by . on 2003/06/02 12:22:00
Ban him.
But with all seriousness, try uninstalling/reinstalling?
Righto...
#250 posted by distrans on 2003/06/02 21:20:06
Q1/WC1.6/Tyrlite
In the DM version of Usher Recompiled I've got some weapon spawn pads that do not appear in the SP version...no problem, just make 'em func_walls and tag them "not in easy/normal/hard". However, they are lit pads and the light remains whether in DM or SP.
Do I need to change the .fgd so I can lose the lights in SP (is this even possible)? Is there another work around?
Distrans
#251 posted by Tyrann on 2003/06/02 22:13:21
Give all the lights you want removed a targetname and create a trigger to turn them off that is only present in SP.
/me Kills The Lights And HUGs Tyrann
#252 posted by distrans on 2003/06/03 02:42:46
thanx T.
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