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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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i put the program in 4� program and compile it!!! but skip texture apear :( 
Trinca 
I think skip.exe have to run after TxQBSP... Not at the end of the TxQBSP/VIS/Light process... 
SKip Toolage 
I had made fake glass for IMP1SP1, but didn't use the skip tool -- can't remember how I did it, though. Fr3n if you're out there, I need you to tell me again ;D

P.S. : An underwater base would SO ROCK. Watched that BioShock demo last night, and it had me thinking about applying that sort of concept to a mappable game (apparently BioSHock will be using the Unreal3 engine -- eww). 
 
JPL after TxQBSP there is not .bsp file :) 
Trinca 
For sure there is one ! Check your tmpQuArK/maps folder after a TxQBSP run, you'll see that .bsp file will exist .. 
Err 
yeah JPL is right, txQBSP creates the bsp from the map file, if it isnt outputting one then there is the problem with the map.

Run the skip tool on the bsp before light and vis and everything should work fine. 
Cool 
Kindly requesting a more in-depth tutorial, Than. When time permits 'course. 
Ouch... 
I don't know why, but after TxQBSP, and then skip, the mapp is full of leaks.... Damned, what happened? 
JPL 
the skip tool shouldn't produce any leaks, as it only removes the skip texture from the visible hull. do you mean HOMs by any chance? because they appear if you don't make the skip structure a func_x. 
URL 
There seems to be something wrong with my host at the moment, but when it comes back online the download link is here: http://disenchant.net/files/temp/skippy-0.0.zip

Usual disclaimer: this tool is an ugly hack and may or may not actually work correctly. 
Neg!ke 
OK, I got 2 sad effects:

I tested the skip tool with a un-sealed map: and I got leaks, and HOM (right this is the main issue...) And when I say leaks, it means wherever I am in the map: I fall for ever...

I also tested with a sealed map (thinking it was coming from the leaks mentionned above)... but there, I got HOMs everywhere, and I get stucked... completly stucked...

So, wtf ? Any idea ? I followed the method given by than, but it seems to doesn't work very well.. Am I missing something ? 
Tyrann 
Give us a link to that idbase map, while you're at it? 
Biff 
Ok, I know what you're after: http://disenchant.net/files/maps/actaltrz.zip 
LOL 
Excellent stuff, you -- but not what I what I'd seen in the screenies ;D 
JPL 
did you make the skip brush a func_wall? 
Some New Shots (and Info On Windows) 
Ok, I got a bit of mapping done over the weekend, though not as much as I had hoped because I kept fiddling with details all the time and compiling after every little change. I need to get out of the habit of that...

http://than.leveldesign.org/files/basepack_s01.jpg
http://than.leveldesign.org/files/basepack_s02.jpg
http://than.leveldesign.org/files/basepack_s03.jpg

I had to enable r_novis when taking these shots, because using skip for the windows is starting to cause problems now.

There is another way to make clear yet solid (to shots and movement) glass, which is to use a trigger and give it health. This works but the trigger bleeds when shot. There is a way to stop that happening (set health to -1?) but I am not sure exactly how.

Anyway, I can't use the trigger method in my map because some of the windows are on sloped architecture and triggers have only bounding box, not BSP collision detection and I also need to use skip for some faces of the water brushes so that the side of the water is not rendered up against the glass.

I am hoping that I can tweak things to get rid of all the portal bugs that skip is causing, but if aguirre or tyrann are working on anything on the skip front, I would love to know about it and TEST ;)

By the way, if anyone is in need of even more idbase textures, here is the wad I am using:

http://than.leveldesign.org/files/060925_idbase_than.zip

This contains the original id and hipnotic textures some modified by NotoriosRay, Gibbie, Biff, myself and others. I'm getting into the habit of uploading this stuff for backup purposes, but I might as well share this stuff because it will come in handy for everyone. 
Than 
looks cool. 
Bambuz 
Yes, skip brush is a func_wall, and I created a single color *glass texture... I think I'm not lucky there, while I followed than quick tutorial... :( 
 
What problems is it causing you exactly? 
Tron 
see #277 
Screenshot 1 
did you intentionally align the trim around the window so that the bright yellowish part point up towards the light? I'm guessing you did and it's a nice detial but I'm still not a 100% sure I think it's better than having them the same way all around since me eye seems to be drawn to whre the upper diagonal faces meet the vertical ones!

This was probably the most stupid post nitpicking about details ever...map is looking interesting as always when you're involved. 
Than?!? 
There are no other posts of beta shots but your own in at least the previous 25 posts. 
But If The Point 
is to draw attention to that awesome fucking cool shot and the fact we are a bunch of dicks for not raving about it 20 plus posts thick into discussing it, I completely understand ;) 
Hell 
those are some awesome shots - enough to where i almost made an i3d news post, but decided i shouldnt as... well, i3d is the qc place, rather than the mapping place. (though for community stuff and ocassionally a download it will get a news post, such as speedmapping downloads)

but yes, these are quite excellent, and im not doing my favoring it any justice. its motherfucking cool looking. 
?? 
I didn't post that!

Someone else posted it under my name somehow. I suspect it is speeds, as he seemed to be stalking me on irc a while ago ;) 
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