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. :)
Ham
#3083 posted by Kell on 2005/01/07 23:15:26
haha, don't i know it. ;)
:P
Fitzquake HUD
#3084 posted by Mike Woodham on 2005/01/08 05:28:02
I keep losing it: it's there when I start but as soon as I move, it disappears. Drop the console and it comes back, press escape and it comes back. But as soon as I move in-game it goes.
I haven't knowingly changed anything. Any ideas?
Mike?
#3085 posted by necros on 2005/01/08 13:02:13
gl_clear is on? although fq is supposed to fix that, and it does on my computer...
Necros
#3086 posted by Mike Woodham on 2005/01/08 14:51:22
Thanks, if I type 'gl_clear 1' at the console my HUD remains on.
Anyone know why it changed or how to fix it permanently?
Mike
#3087 posted by Vondur on 2005/01/08 14:55:55
did you try different vidcard drivers?
or maybe different fq resolution/bpp?
Vondur
#3088 posted by Mike Woodham on 2005/01/08 15:58:15
Interesting: I changed the bpp from 32 down to 16 and the HUD stays on. So my .bat file now reads, quake.exe -width 1024 -bpp 16.
I wonder if it's been missing all the time but I've only just noticed it? Nah, surely not.
But 'ang On A Mo'...
#3089 posted by Mike Woodham on 2005/01/08 16:04:01
...now when I no_clip, which I'm allowed to do when creating maps, I get this awful reflection/banding/graphic interference on the outside of the playing area. And it goes if I use bpp32.
So, does this mean I can't have my cake and eat it?
Mike:
#3090 posted by metlslime on 2005/01/08 19:35:09
it must be that your drivers clear the screen even if gl_clear is 0. That explains why the hall of mirrors effect you describe in #3089 is new to you, and it explains why fitzquake isn't redrawing the statusbar every frame (becuase it thinks the screen isn't being cleared every frame.)
Solution: gl_clear 1. That way you can keep all your other settings, like bpp and stuff.
Metslime
#3091 posted by Mike Woodham on 2005/01/09 03:44:38
Thanks.
I changed my video card settings on Open GL to Application Preference and hey presto, all OK.
Perhaps they got changed when playing HL2 or Doom3 recently?
Hrimfaxi
#3092 posted by aguirRe on 2005/01/09 06:05:52
Have you received my last two emails?
PuLSaR
#3093 posted by aguirRe on 2005/01/09 06:07:36
Have you managed to fix the GLQuake problem or have you sent me any info?
AguirRe
#3094 posted by Hrimfaxi on 2005/01/09 10:39:25
Yes! I hope you get my reply!
D3 Sound Question
#3095 posted by ProdigyXL on 2005/01/09 15:15:26
I thought to create a ambient sound you simply used a speaker entitie and assign it a sound within it's property. Appearantly thats not it, any clues how to properly implement ambients?
Texture Question
I've never been a huge fan of using textures from other games in Quake but I want to use some from Unreal 1 and Quake 3.
The map is mean to be able to run on any engine. So I'll be using standard wads.
What, if any limitations are there to converting Unreal 1 and QUake 3 textures to Quake?
I've seen both used and I assume they turn out ok. Are there any that just look shit?
To make things easier on me, has anyone already converted those game's texture sets to Quake wads? I'm doubting it due to the legality of posting the wads online.
.
#3097 posted by necros on 2005/01/09 20:15:11
some look good, some don't. it's a matter of converting them all and removing the ones that look ass.
in general though, unreal textures tend to look worse than q3 ones do, but only in general. some unreal textures convert over nearly perfectly.
it all depends on the colours used in the original texture and quake's palette.
#3098 posted by - on 2005/01/09 22:01:48
technically, it's illegal to use any other game's textures and release them in anyway in your maps... but most often, it's completely ignored in q1.
only thing I have to add is to remember that q3 textures are double sized, so you'll need to size them down before converting to q1.
Q3 Textures
#3099 posted by Mike Woodham on 2005/01/10 10:58:25
Importing Complex Brushes From Maya / 3DS Max
#3100 posted by Jago on 2005/01/10 12:20:57
I am wondering if it's possible to create mapobjects in Maya / 3DS Max and then proceed to import them as brushes into a Q1 or Q2 map? I recall seeing some screenshots of Darkplaces showing off some uber-complicated brush objects in Q1, how was that done? GTKRadiant also seems to be only able to open .map, .reg and .xmap files. How would I go about importing something from a 3D design app?
|