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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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Beveling 
If I were to bevel every rivet texture like this, and other textures throughout a map along the walls and floors...

http://www.phait-accompli.com/q/crap/bev.jpg

What would that add significantly too, if anything? 
R_speeds. 
:P

you're wpoly count will go up quite high as will clipnodes unless you clip _all_ those surfaces
marksurfaces will be affected too, i'm sure, but not by how much
it would look damn cool, but lighting may also be a little strange at times unless you use a high anglesensitivity setting un aguire's light program. 
Yeah 
I realized exactly how bad this would become doing this for every texture just to compensate for lack of bump-mapping and not forcing the player to use a custom engine...

It sure does look nice though:
http://www.phait-accompli.com/q/crap/bev2.jpg
http://www.phait-accompli.com/q/crap/bev3.jpg

*sniffle*

Could be doable for a small map... 
Sorry, Dude, But IMO That Looks Pretty Bad 
Phait: 
that sort of technique works a lot better in quake3 (and quake2 probably,) where the inverse lighting model is designed to flatter it a lot more. Quake's lighting model seems to work best with big, simple geometry with high-contrast textures for details.

all this is my opinion of course.... 
And Btw... 
why do all your screenshots look so washed out? like you're using the old glquake -gamma feature or something. 
To Each Their Own 
Maybe the problem is the bevels are too big anyways.

Heres a question about Bengt's tools. I've checked the readme's and stuff and can't find any info on water transparency. I know you can type r_wateralpha x.x in the console, but apparently this only works for maps that were compiled with support for wateralpha, correct? Cause I tried it in a test map, it worked. I tried it in an id map, it didn't work. Would it not be wise to set the wateralpha in an autoexec for the player, or just tell them to type it in. 
Gamma 
Washed out? You must have a bright monitor, it looks fine to me. Screenshots end up as really dark TGA's, I up the gamma to about 1.5 to 1.9 depending and they look better. 
Skin Export 
What does anyone use to export Q1 skins? I have Qped which manages PAK files, it can view the skins properly, but you can't export it - just the .MDL. If I open the MDL with "MDL", the skin colors are fucked. Or if theres a resource for Q1 monster base skins... 
Phait 
quakeme 
AHa 
Yeah I just found it, thanks anyway :D 
Er 
So I'm testing my skin in progress, have added it to the MDL, then it's going in a custom pak. QME has a limit of 20 frames, cannot export Ogre.mdl and MDL 'Quake Model Editor' says 'floating point overflow' :| 
Skins, QMe And All That Stuff 
If you're just looking to swap the skin on a model, adquedit will suffice. But because it's such a handy program to have around in full, I'd recommend getting the full version of QMe. t's handy for editing the mesh or animations of a model, plus gives you a preview of the skin on the model straight off. Add to that the two click removal of any fullbrights, and it's more useful than anything else. The full version of 3.0 can be found at http://www.edgefiles.com/files/9100.html
You can use the patch that comes with the 3.1 demo to turn this into the full version of 3.1. 
Preach 
Thanks about the full QME but the file is not at any of the servers linked there. I'll go hunt around for adquedit. 
Phait 
Scroll down to the external mirror site link. 
Doh' 
Got it thanks. 
Scottishpig 
What is it that the doors are doing/not doing wrongly?

I can see that you have some multiple-triggers that seem to be unattached, but give us a clue and someone will help. 
Terrain 
Here's some shots of some terrain I'm working on using the triangle method. Generally I'm doing this in seperate groups of tris and then join all them together at some point.

www.phait-accompli.com/q/crap/ter1.jpg
www.phait-accompli.com/q/crap/ter2.jpg
www.phait-accompli.com/q/crap/ter3.jpg
www.phait-accompli.com/q/crap/ter_ed.jpg

In the 1st shot on the grey bit theres shadows, this is because that group isn't finished - some tri points aren't met with other points to provide a cleaner terrain - don't want the player getting snagged on this, although you could place clip brushes. 
FUCK 
Terrain 
in the last shot I can see a vertex meeting the middle of an edge in the top-down view; surely that's not a good idea, as it might not line up ingame? 
Kinn 
Could you circle the area you see this in? Worldcraft reports no problems, and neither does quake. I've made a flatter, bigger mound recently. 
A Good Rule Of Thumb 
When using the triangle method is to never have more than three triangles sharing the same point...otherwise it can look too artificial.

There's a good tutoral map at gamedesign.net for doing the triangle method. 
 
"triangle method" is called 'trisouping'. 
"Hi My Name Is Sean, I Work At Raven" 
I am the definitive Quake resource on this board because they pay me to glue models together at Raven. But when the Bobs stop by Madison, I'll have the same fate as Michael Bolton. 
All Right, All Right 
"triangle method" is also called 'trisouping'

Is that better? 
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