 #2692
#2715 posted by madfox on 2004/10/23 16:20:17
Import 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 13:59:00
I'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 15:59:30
Oh 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 17:46:20
Does 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 10:42:00
has the Neh1m4 source matter been resolved?
 No,
#2721 posted by aguirRe on 2004/11/04 11:58:09
I'd appreciate any help in the matter.
 Okay,
#2722 posted by HeadThump on 2004/11/04 12:22:36
when 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 13:40:47
hm...
 Sorry, AquiRe
#2724 posted by HeadThump on 2004/11/05 01:18:48
The 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 05:06:48
for 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 08:11:20
I 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 08:12:01
that would be, "dumps all ents in the *BSP* file"
 Grabbing Ents
#2728 posted by Preach on 2004/11/05 08:46:23
Adquedit 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 09:08:40
suggestions, 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 12:02:50
Its 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 12:11:11
holy shit.
 Holy Shit
#2733 posted by PuLSaR on 2004/11/09 12:18:37
holy shit
 Wholly Shit
#2734 posted by Kinn on 2004/11/09 17:39:07
Uh, I mean, Holy Shit!
 OMG
#2735 posted by DaZ on 2004/11/09 17:39:18
Airquake!!!!!!!!!
 Nehahra Engine
#2736 posted by aguirRe on 2004/11/13 04:58:15
Would there be a general interest in me releasing an updated Nehahra engine?
It would basically contain a merge of the original 2.54 engine and my Enhanced GLQuake features, i.e. hardware gamma support and general increased capacity/robustness.
 RE: Nehahra Engine
#2737 posted by Jago on 2004/11/13 07:33:39
LordHavoc was one of the coders responcible for Nehahra and his Darkplaces engine has full Nehahra support.
 AquiRe
#2738 posted by R.P.G. on 2004/11/13 09:11:21
I would be interested if you had an option to revert the new particle effects back to the classic Quake ones. Other than that, it doesn't really matter a lot to me.
But it might be useful to other engine moders for some Nehahra engine source to be released, since the original never was.
mmmm... Nehahra FitzQuake...
 Nehahra...
#2739 posted by metlslime on 2004/11/13 17:26:13
I am theoretically interested in supporting nehahra in fitzquake. However, the prospect of having to support a seperate network protocol is sort of a turn-off.
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