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The OBJ-2-MAP utility doesn't seem to produce anything that can be loaded in TrenchBroom, so I might just reconstruct the levels manually brush by brush (unless somebody's got a better idea?). I'd need to fix various texture alignment/tiling issues anyway, so this might be a better way to do it. The textures are the same size as the PC version, so it's very easy to guess the size of each brush. Somehow I've got a feeling that these levels were originally compiled from standard MAP files, because the geometry structure is essentially the same as stock Quake levels. We might never know for sure, I guess.

Here's a screenshot of the first Saturn exclusive map (Purgatorium) using Rich Whitehouse's model viewer. It's a pretty cool vanilla-ish map, isn't it. 
#29821 
Here's two ideas you might try, if you haven't already.

1 - Try converting the map in smaller pieces. Maybe the OBJ2MAP program doesn't handle many complicated shapes at the same time.

2 - Open the resulting .map file in a text editor. There may till be parts that you can copy and paste into Trenchbroom. Unless I remember wrong, you can copy and paste geometry into TB via the clipboard.

Either method might save you time compared to creating every brush from scratch. Worth trying at least. 
#29821 
If you give me maps in obj and WAD with textures used in this maps, I can export it to editable MAP format. 
@khreathor 
Feel free to add me on Steam, and I'll gladly share what I've got so far. Been working on one of the maps in Trenchboom and it's shaping up rather nicely.

But basically, you extract the maps using Noesis which you can get here. To get the original Saturn Quake files, do a Google search for "quake saturn iso", should be the first result. The textures are included inside the LEV files and Noesis can convert them to a number of formats including BMP and LMP. 
OBJ2MAP 
should be able to give you a Valve format map with texturing intact. I would then run it though my qbsp's "-convert quake" option to convert it to a map file with vanilla texturing for editing in TrenchBroom.

There are different algorithms in OBJ2MAP for converting faces to brushes, I think there was a "slabs" one that extrudes every face into a brush.. that might be a good choice? The other one is "spikes" which makes a pyramid out of each face which is probably not what you want for level geometry. 
 
http://www.shacknews.com/article/101156/rocket-jump-quake-and-the-golden-age-of-first-person-shooters

The full article is paywalled but here's a lot of words about Quake! 
 
That is a lot of words indeed. While it's never fun to read about the various conflicts that happened at id, it's great to see some words from people like American McGee and Sandy Petersen who- outside of dedicated Quakers, obviously- are too often forgotten in favor of the two Johns.

Side note: is that a possible DM3 or E2M1 on McGee's monitor? 
McGee 
is the one I admire the most. 
E2m1 
 
^definitely 
 
Someone From Asia? 
I'm pretty sure I saw someone posting here from Asia not long ago. Tried to reach the guy, but couldn't find the Asian IP. Where are you, man? 
Hmm 
You should try translating your message to Asian if you're hoping for a response 
Shambler In Thailand 
obv 
What's With The Ogres? 
Are they slaves/indentured servants to Quake? I wonder, because the rest of the monsters seem to be undead or from the Elder world, whereas the ogres seem to have a looser tie to Quake.

I know there was some lore in Nehahra regarding the ogres, but I can't remember most of it.

I feel that they're being controlled by the stronger enemies, sort of like the alien slaves in Half Life.

What are your thought? 
 
So the deal is that some people within id wanted to make a fps fantasy themes, very much like the RPGs they were playing at the time, but they ran out of time and had to release what they had.

The ogre is probably a remnant of that. 
Long Read Indeed, But Great! 
Before time the Elder Ogres were savage medieval warriours, that had nothing to do with guns and belong in earlier centuries. They were far more on the corner of the magic, that HellKnight attend. They were relative weak in weapons, but commenly strong shielded with their axes.

As the armour of the time quakers brought other skills like shells and nails, the ogres obtained these stronger weapons and became smaller. Guarded with their machine saws and grenades they've become a strange relick from elder time.

They lack technical skill and since they lost their shield they only worry about grenades and cells. 
 
Ogres are creatures of chaos whose lack-of-purposeness is closely aligned with Shub-Niggurath's nihilistic plot to overthrow all life. 
Looser Tie??? 
The ogre is iconic. It is one of the bread-and-butter, heart-and-soul enemies in Quake.

I believe Madfox is onto something.. although I think hammers and not axes makes more sense. They seem to be the engineers in the Quake realm. Ever resourceful, stealing the weapons of their enemies, smithing their own. 
 
first time i saw an ohre i thought he was csrrying a hammer
with his shirt he looks like a blacksmith 
 
At one point the Ogres had horns and I read somewhere that their grenade launcher was a nailgun unless I'm remembering wrong. Which probably explains the nailgun Ogres in some mods.

It's probably not a stretch to imagine that they had axes instead of chainsaws at another point. 
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