| 
		 The Map Is On My Drive #2708 posted by HeadThump  on 2004/10/22 16:08:19but somewhere a long the line I've erased the text file. many apologizes  
		 JPL, #2709 posted by HeadThump  on 2004/10/22 16:10:45the general level design advice you are looking for can be found here: http://www.planetquake.com/QuakeLab/QuakeLab2/articles.htm 
		 Lights #2710 posted by Speed on 2004/10/23 01:59:12 any1 got experience of lighting level with lights that go thru walls? (any geometry) 
can have omni and spotlights and define radius
 
		 Speed #2711 posted by R.P.G.  on 2004/10/23 07:59:28That happens in old compilers before the community coders fixed it.
 From your post it's unclear if you're experiencing a problem or if you actually want to achieve this effect.
 
		
		#2712 posted by Speed on 2004/10/23 12:21:10 looking for recommendations, preferably from someone with experience (maybe someone made levels for engines where light doesnt cast shadows?)
 and forget about quake plz, its for another game
 
		 Speed #2713 posted by Kinn  on 2004/10/23 13:49:50Could you be more vague? We wouldn't want anyone actually understanding what you mean now, would we? ^_~  
		 Speed #2714 posted by R.P.G.  on 2004/10/23 14:14:48Well if you're into looking at code, you could try looking at the changes that were made in the Q1 and Q2 compilers that stopped the light from "leaking" into adjacent rooms.  Otherwise, I really don't know how to help you with your problem.  Try programming some anti-lights, maybe?  
		 #2692 #2715 posted by madfox  on 2004/10/23 16:20:17Import textures in Wally. Made them 64x64, 8/256 colours. Load them in Quark and start game. Q3bsp won't compile, but as soon as I change my own texture for the ones in Quake everything goes fine?
 What goes wrong? I just wanted to add some Q1 textures to Quake2.
 Or is it already done before?
 
		 Deathmatch Maker? #2716 posted by madfox  on 2004/10/27 13:59:00I'm a little confused. I bought DM-Maker for Quake1. Now opening the program it leads to a texeditor for Q1, but the submaps are all Q2 submaps.
Then compiling a Q1map it wants to export Q2 md2 maps.
 
 Strange behaviour for a good editor program.
 The site for the program is down.
 
		 MadFox. #2717 posted by Kinn  on 2004/10/27 15:59:30Oh please God no.
 Don't tell me you paid money for that.
 
 Strange behaviour for a good editor program.
 
 Somewhere, someone has your money right now and is laughing. At you. Sorry if I sound blunt, but just download GTK (it's free!) and be done with it.
 
		 Neh1m4 Source #2718 posted by aguirRe  on 2004/10/30 17:46:20Does anyone have the Damaul neh1m4 (Grind Core) source map for Nehahra? I've tried to download it from his PQ site but the links don't seem to work anymore.  
		 And I Quoth #2719 posted by pope  on 2004/11/04 06:44:32"...DMM is the shit of my life" - QMD - RIP 2004  
		 AguiRe #2720 posted by HeadThump  on 2004/11/04 10:42:00has the Neh1m4 source matter been resolved?  
		 No, #2721 posted by aguirRe  on 2004/11/04 11:58:09I'd appreciate any help in the matter.  
		 Okay, #2722 posted by HeadThump  on 2004/11/04 12:22:36when I get home tonight, I'll hook an old hard drive up that should have it.  
		 #2719 #2723 posted by necros  on 2004/11/04 13:40:47hm...  
		 Sorry, AquiRe #2724 posted by HeadThump  on 2004/11/05 01:18:48The Damaul map wasn't on my old drive. Would a decompilation be acceptable? BSPC, which I use, only mangles some of the liquid brushes touching non liquid surfaces. Otherwise the .maps are accurate.  
		 Thanks #2725 posted by aguirRe  on 2004/11/05 05:06:48for trying. I'm aware of the decompile alternative but it won't help me; it's the original entity section I'm after.  
		 Arguire #2726 posted by DaZ  on 2004/11/05 08:11:20I swear there is a bsp compiler that has a command line argument that dumps all the ents in the .map to a seperate file if thats what your after? Unfortunately I cannot for the life of me remember which compiler it is :/ Sorry I cant be more helpful...  
		 Err #2727 posted by DaZ  on 2004/11/05 08:12:01that would be, "dumps all ents in the *BSP* file"  
		 Grabbing Ents #2728 posted by Preach  on 2004/11/05 08:46:23Adquedit will export all entities from a bsp into a text file(and will import them back afterwards if you wanted to do the equivalent of a -entsonly compile without the original map source)  
		 Thanks For The #2729 posted by aguirRe  on 2004/11/05 09:08:40suggestions, my own BspInfo utility can extract entities also, but it won't help in this case. The original entity section is lost if I can't find the map source. The current ent section in the bsp is crippled compared to the original.  
		 EntEd #2730 posted by Megazoid  on 2004/11/05 09:59:52*tries to help, but probably makes an ass of himself*
  Erm... EntEd ?
 http://www.quaketerminus.com/tools/EntEd.zip 
		 FOUND THE BUG ....Not All Parts Of The Map Get Lit #2731 posted by codeboy  on 2004/11/09 12:02:50Its in all clients. See screenshots of day\nite cycling in action. Fix for this
  is on website in news
 
 http://www.angelfire.com/pe/skunkworks/free4all.html 
		 Holy Shit. #2732 posted by necros  on 2004/11/09 12:11:11holy shit.  |