Thanks
#3058 posted by Mike Woodham on 2005/01/02 13:40:15
for your responses.
Ah...
#3059 posted by distrans on 2005/01/03 20:08:10
In conclusion, you could have thousands of light entities in your map, and it would cause no overhead if they all get stripped out at startup.
...that's comforting, ta mauch!
Quake 2 Compile Tools And Texture Sets
#3060 posted by Jago on 2005/01/05 08:21:46
What custom compile utilities exist for Quake 2 and what are their main advantages over the vanilla ones? Also, where would I go to download some good custom texture sets for Quake 2?
#3061 posted by - on 2005/01/05 10:23:00
if you can find the latest GDDBSP and GDDVIS, and ArghRad, those were the top of the line for Q2 last I knew, that being right before q3 came out, not sure exactly what GDD bsp and vis added, but arghrad has a ton of extras, including phong shading.
good luck on custom textures. weren't many sets, because q2 doesn't have .pk3 formats and textures aren't included in the bsp so they never caught on.
Jago
#3062 posted by HeadThump on 2005/01/05 10:29:31
on the Rust message board http://gamedesign.net/,
Tim Wright is still updating his Arghrad tool, famous for adding phong shading (it adds smooth shading to corners and rounded areas). Other tool links can be found there as well, though I believe in most cases the Quark tools may be the most current.
As for custom texture sets for Quake2. I would suggest hitting the wadfather (planethalflife/wadfather), and it may be helpful to know this as well: I have never known any Quake 2 enthusiest to have any apprehension in using the customized versions of the Q2 engine (like Quake2Max for instance).
The pallette for Q2 is more restrictive than Q1 IMHO. In other words, you can get away with using q3, Unreal or any other texture set without getting bitched at.
Jago:
#3063 posted by metlslime on 2005/01/05 15:04:30
Hmm
#3064 posted by Jago on 2005/01/05 22:33:36
I did find ArghRad quite easily, but I couldn't find GDDBSP and GDDVIS. Could anyone provide a direct link or send them to my email if you have them on your PC?
Metlslime: thanks.
Re: Compilers
#3065 posted by metlslime on 2005/01/05 23:47:54
Arghrad definitely.
As for the gdd compilers, i heard good things about them, but checked my old batch files and it seems i was still using qbsp3 and qvis3 when i last did quake2 stuff.
Jago
#3066 posted by - on 2005/01/06 01:17:48
Mirrored Textures
#3067 posted by Dakza on 2005/01/07 12:07:27
Is there some way to mirror a texture using gtkradiant? For example a texture thats only half an arch.
Flip-Flop
#3068 posted by Kell on 2005/01/07 12:09:15
use a negative value for the X axis texture scale
Hmm
#3069 posted by Dakza on 2005/01/07 13:28:45
Im sorry but it seem that in the surface inspector there's no option for X axis texture scale. Only horizontal and vertical. Tried flipping the brush X-wise but the texture dont stick. Im useing ver 1.4
Yes
#3070 posted by Kell on 2005/01/07 13:45:40
by X axis I meant Horizontal stretch. Sorry, i was thinking in terms of a paint prog.
Niiiice!
#3071 posted by Dakza on 2005/01/07 13:58:08
(nt)
AguirRe
#3072 posted by PuLSaR on 2005/01/07 16:11:52
I got a question for you.
As I mentioned before in GA thread, I got a new PC. Fitzquake started to render properly (080beta), but your glquake started not to render in the way that it should. All textures look grey, but lighting effects still exist.
Is there any solution for me?
You Should Probably
#3073 posted by necros on 2005/01/07 16:27:22
find out what kind of video card you have.
Well
#3074 posted by PuLSaR on 2005/01/07 16:32:48
I know it's all because of new video card. It's rather shite (all-uncluding-mega-motherboard), but is there any way to avoid this rendering problem without changing my videocard?
PuLSaR
#3075 posted by aguirRe on 2005/01/07 18:34:08
I have no idea, GLQuake doesn't require much to work. Have you tried the old GLQ 0.97 or other engines? Have you checked the console at startup for error messages or other info? Enable option -condebug for logging to file and send me the zipped file.
Having grey textures sounds a lot like a texture problem. Is it the same problem regardless of map?
Maybe you'd better send me all this info in an email instead.
Well
#3076 posted by PuLSaR on 2005/01/07 18:41:42
Having grey textures sounds a lot like a texture problem. Is it the same problem regardless of map?
No, that's not a texture problem. To be more correct I should say that every wall is just grey with no texes on it.
Maybe you'd better send me all this info in an email instead.
I wanted to do it, but I don't have a mail client so far (I'll get it tomorrow) so I decided to post it here first. I think I'll send you a mail with screenshots and more details tomorrow.
By Texture
#3077 posted by aguirRe on 2005/01/07 18:54:14
problem I meant that the uploading of texes to the card doesn't work properly. Maybe a multitexture problem, try -nomtex option.
I did a quick search on usenet and suggestions were bad drivers (update available?), 16/32 bpp issues (try using same depth as the desktop) or even the classic 3dfx opengl32.dll file (should be removed from the GLQ dir if you don't have a 3dfx).
Ms2 Mesh Files For Glquake
#3078 posted by necros on 2005/01/07 19:38:44
what's the deal with .ms2 files being generated in glquake? does each computer generate a unique file that only works on their computer, or can these ms2 files be packaged in a .pak file so that players don't have to sit and wait for all the new models to mesh the first time?
PuLSaR
#3079 posted by Kell on 2005/01/07 19:41:58
To be more correct I should say that every wall is just grey with no texes on it.
It sounds like what you're seeing is the lightmap. Which implies that the textures aren't being loaded at all.
Necros
#3080 posted by aguirRe on 2005/01/07 20:18:13
AFAIK the meshes are only depending on the mdl file so they can be pre-made and distributed with the pak. Note that only mdl files in the progs dir (not subdirs) are meshed. Also note that some engines don't use the mesh files at all; they rebuild from mdl each time.
...
#3081 posted by necros on 2005/01/07 20:37:01
Note that only mdl files in the progs dir (not subdirs) are meshed
haha, don't i know it. ;)
Oh And...
#3082 posted by necros on 2005/01/07 20:52:02
can't believe i forgot, but thanks for clarifying that. :)
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