News | Forum | People | FAQ | Links | Search | Register | Log in
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?!?!
First | Previous | Next | Last
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 ;) 
Shit! 
Those shots look sex as fuck. Does anyone else have new pics of their maps? Daz? 
Shit! 
Those shots look sexy as fuck. Does anyone else have new pics of their maps? Daz? 
Shit... 
 
More Shots And More Talk (+important Stuff) 
keeps this alive and gets everyone motivated! Come on ;)

By the way, did we agree on some mapping standards. Everyone is mapping for Quoth, right? What about engines? My map will be playable in software, but the player won't be able to see through windows, which spoils it a bit. I suggest we should just pick a base engine to recommend players use for all maps and stick to it. I vote for Fitzquake because it is the engine most people already use and is the recommended engine for Quoth. Any engines that don't support fog and the option to disable waterwarp will make my map look a bit weird (wobbly windows and might look a bit bland and dark).

Anyone still using only software? tochrisquake supports transparency in sw I think, so I will try and test with that.

Also, make sure you all pick a cd track from the Quake cd (2-11, excluding 3 because it's the intermission music.) 
:| 
Also, make sure you all pick a cd track from the Quake cd (2-11, excluding 3 because it's the intermission music.)

So you have something against intermission maps? Are you some kind of racist?... err, mapist?... err, musicist?... err 
 
than in this new bversion u made some textures are missing :( from your last version... just notest becouse i was using the last u give me :\ now got some textures missing in my map :)

thks god i didn�t replace then :p 
Almost Certainly Just Duplicate Textures... 
There were some brown wall panels that I removed because they were also in biff's wad, which I merged with. I must have deleted my versions of the textures and you are probably missing those. That should be all though. If you want to add any extra textures, just open the wad in texmex and grab any texture with than in the name and put it in. Another way is to copy all and paste them into the wad you are using and delete any textures named UnNamedxx as these are duplicates.

RPG: The intermission track is only a couple of minutes long and loops noticeably, which is why I am suggesting people don't use it. Also, it would suck if everyone used the base theme (track 6, used on all the base levels in Quake) and that was on every level. 
 
thks than :) i will do that!!! 
 
thks Than already add then ;)

http://trinca.planetaclix.pt/idbase_than.rar 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.