@mukor
Hey you were trying to help!
use texmex to replace the original wad with the desired non fullbright textures in the DEFULLBRIGHT wad.
I think it's better to have a list of which textures have them by accident and then just excise them.
Yep that's what I was doing, slowly but surely as I found them. But it was pretty late last night so I got everything mixed up. (that's when I posted ;P) I may have time this week to do a revised version or a smaller version with just the fences/lights at least. In TB you can have WADs obey a hierarchy (or whatever the term is) so if you have a fixed wad above the de-fullbright one you are set but I am not sure if JACK or NetRad or QuarK do the same.
BTW
#233 posted by
ericw on 2017/07/17 03:33:08
if you run defullbright.exe with the "-preview" flag, it will generate one .tga image per texture with simulated dim lighting, so you can quickly spot the ones that have intentional fullbright pixels. Just need an image viewer that can load a bunch of tga's at once.
@ericw
OMG. I am speechless. I have a to-do list I want to get through tonight but I will give this a whack in the next day or so we can fix this wad up for anyone who may be having issues.
#235 posted by
ericw on 2017/07/17 04:58:25
I just tried it on the wad and the results of the -preview thing are a bit hard to see at the moment.. I'm going to tweak it a bit and take a stab at making a fixed wad
#237 posted by
ericw on 2017/07/17 08:07:18
@ericw
Thanks so much for doing this. OMG what a time saver.
Ericw Saves The Day Again!
#240 posted by
muk on 2017/07/19 00:15:28
http://imgur.com/a/DGcvs
Some detailing left in a couple rooms, minor monster/item placement, and the final encounter triggers are all that remain.
@mukor
looooking goooood
this is gonna be a great jam
Wait...
#242 posted by
Qmaster on 2017/07/20 02:55:38
are there no candles in Quoth??
Qmaster
#243 posted by
PuLSaR on 2017/07/20 09:34:18
You can place custom models in Quoth. Therefore candle prop + light above it will work.
Ya
#244 posted by
Qmaster on 2017/07/20 16:20:05
Can I submit custom models for the jam? I was under the impression that we were restricted to just what Quoth had. We don't always want to have every jam be its own mod...or do we?
so how many hours do we have left? and since this is my first jam/map ever, where do I send the files and what's the general protocol for submissions?
Submit
#247 posted by
Qmaster on 2017/07/20 22:04:56
To funcjam9 AT gmail DOT com
Check the readme link above to make sure I didn't have a typo.
oh yeah readme! totally forgot about it. thanks!
slightly less than 48 hours than :)
@DelusionalBear
Sorry for double post hit submit before finishing my thought.
Usually you would include:
.map
.bsp
.lit
readme.txt (you can use this old one of mine for a template and edit where needed)
If you have any other custom files (sounds, music) make sure and include them with instructions for where they should go.)
I'm Out
#252 posted by
Qmaster on 2017/07/21 04:17:02
I had tomorrow off until problems came up...gotta work. Engineer's life I guess, work work work even on vacation. No time to finish now. Oh well have fun guys looking great.
Deadline Extension
#253 posted by
PuLSaR on 2017/07/21 10:00:59
We're almost there, but most of people still require some time for polishing and final gameplay tweaks.
So the new deadline is July 26th 9 pm GMT.
Heh
So the new deadline is July 26th 9 pm GMT.
I had a comp day coming so I took the day off to finish my map. More time is always good though!
The Thing I Hate About Extensions
#255 posted by
Zwiffle on 2017/07/21 16:38:48
Is that I always plan around what I thinkg I can do based on the initially announced date, and then I decide if I can or cannot work with that. Then there's a surprise 10 extra days and it's a totally different story =/
@Zwiffle
#256 posted by
khreathor on 2017/07/21 17:10:24
There is always an extension, so you basically add 2 weeks to initial deadline when planning stuff :D