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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Thanks 
for your responses. 
Ah... 
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 
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? 
 
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 
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: 
Hmm 
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 
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 
Mirrored Textures 
Is there some way to mirror a texture using gtkradiant? For example a texture thats only half an arch. 
Flip-Flop 
use a negative value for the X axis texture scale 
Hmm 
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 
by X axis I meant Horizontal stretch. Sorry, i was thinking in terms of a paint prog. 
Niiiice! 
(nt) 
AguirRe 
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 
find out what kind of video card you have. 
Well 
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 
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 
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 
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 
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 
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 
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. 
... 
Note that only mdl files in the progs dir (not subdirs) are meshed
haha, don't i know it. ;) 
Oh And... 
can't believe i forgot, but thanks for clarifying that. :) 
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