Thanks, Speedy
#326 posted by necros on 2003/07/08 12:35:20
.
Um... Wait... What?
#327 posted by necros on 2003/07/08 12:38:59
this is what i do...
in texmex, i open up the compiled bsp, delete the old texture, replace with the new texture (same size), but the 'save to bsp' option in the file->save copy menu is greyed out.
how do you do it?
Fst:
#328 posted by metlslime on 2003/07/08 15:52:45
You're trying to load a quake wadfile (WAD2.) I think you're using a plug-in that can only read halflife wadfiles (WAD3.)
The Same
#329 posted by Fst on 2003/07/08 16:49:34
2metlslime: plugin? what plugin? i've made a small map in gtkr, then i've converted it into a q1-map file and compiled it using standart tools. i tried to use wad3 but in this case map loads with no textures. could you tell me please the right way to organize q1textures for gtkr (how did you do it?). thanks anyway.
2speedy: ?????, ??????? ;) ?? ?? ? ??? ???? ?? ?????????, ???-?????? ;))
Oops...
#330 posted by Fst on 2003/07/08 16:52:07
2speedy: muzhik, vyruchay. ty zhe u nas spetz po texturam, kak-nikak? ;))
Fst:
#331 posted by metlslime on 2003/07/08 19:21:50
I've never used Gtkr for quake1, but i don't think Gtkr can read WAD2 files -- i think you'll have to convert your textures to jpeg or tga.
Hmm
#332 posted by Vodka on 2003/07/08 22:45:40
necros: u have to click on the texture (opens detail mode) then paste the one you want (ctr-v)
fst: haha. I dont know whats wrong with your compiling.
I`v never tried to compile from gtk myself
Get sleepwalker`s map converter and convert to q1 map, then open in your normal q1 editor, cleanup any errors and them compile (thats if you can map without compiling and checking everything in game every 5 minutes).
Also check necros (pq/necros) guide on quake1+gtk mapping, might help.
If you want it explained in russain - email
Quake1/GTK
#333 posted by Abyss on 2003/07/09 02:44:53
First you got to have your textures extracted to a folder in your Quake/id1/textures/xxx folder, where xxx=the name of your .wad file. Use texmex. This is so GTK can read the textures and show them in the editor. You must also have the texture .wad file in the same directory as your compile tools. Also, the texture .wad file you are using must be added to the worldspawn of the map, otherwise they will not show in game. Also, you cannot compile the map with the GTK tools (not for use in Quake1 anyway) you must use Quake compile tools, just incase you didn't know.
qbsp, vis compile tools can be found here
http://user.tninet.se/~xir870k/
and tyrlite here
http://www.planetquake.com/tyrann/
Let Me Explain Myself....
#334 posted by Fst on 2003/07/09 10:48:26
I have textures extracted in the correct folder in .jpg format.
I have map converter and regular compile tools.
I don't use (omg!) gtkr compile tools for q1.
I've read necros' guide and industri guide to (see post #22,#23).
I've filled the 'wad' key in worldspawn properties.
So i think there's something wrong with .wad files (2Abyss: it is in the same folder as compile tools).
Could you tell me what is the right format for quake .wad files and i'll convert my wads to this format (texmex? wally?).
2Speedy: thanks. your way isn't ideal but it does work.
One more question: what is the correct syntax for 'wad' key of worldspawn: 'textures1.wad;textures2.wad' or 'd:\textures1.wad;d:\textures2.wad' ?
Thank you.
Texes
If the .wad's reside in the same dir as your .map file 'texes.wad; texes2.wad' will be ok, otherwise you have to use the full path afaik.
To create a .wad file you can either use TexMex or Wally, iirc there are options in the save dialog to set the game you want to use this wad with.
Sky Lighting?
#336 posted by grahf on 2003/07/11 17:42:07
how do you guys do it? sure there is tyrlite's skylight feature, but that only lights from one direction for the entire map. if you need sky light coming in from more than one direction, you're screwed.
I've seen some people place a bunch of small lights along the sky-ceiling of their map, which seems like a good idea. My question is, what values are appropiate? and how many lights?
Sky Lighting
#337 posted by R.P.G. on 2003/07/11 18:05:41
The intensity and quantity of lights will of course vary between rooms and their sizes. Normally if I'm not using Tyrlite's skylight, then I use just one light for the sun, with a light value of around 200, and a wait value that's usually around .2, but sometimes more or less. Smaller, low-intensity lights (and anti-lights) get placed around to add ambience and enhance the shadows cast by the "sun" light. These smaller lights usually have a light value of around 75 (or -75 if it's an anti-light) and varying wait values, but generally .25 to .4.
Now here's the part where someone comes along and tells me how oddly I go about lighting outdoor rooms.
The Secret To Lighting:
#338 posted by metlslime on 2003/07/11 18:32:24
play with it until it looks good. (This sometimes takes a while.)
#339 posted by Kell on 2003/07/11 20:00:29
(This sometimes takes a while.)
And the award for 'Understatement Of The Week' goes too...
:D
#340 posted by Vodka on 2003/07/12 00:45:43
"delay" "3" lights have no falloff (just like sunlight) - might try that.
But the real thing is to use radiocity sunlight
You Might Want
#341 posted by aguirRe on 2003/07/12 05:53:03
to check out the enhanced sunlight feature of my Light at http://user.tninet.se/~xir870k .
It makes an attempt to make outdoor sunlight more realistic and specifically doesn't require an excessive minlight value to balance the hard shadows of the normal sunlight.
Hm...
#342 posted by necros on 2003/07/12 12:29:01
if all you want is different sunlight mangles in different rooms, you could use q1rad, put the bounce to 0 (effectivily disabling the radiosity stuff) and then use the env_sky or what ever the ent is to do different lighting in each outdoor area.
erm... did that make sense?
Also, What's
#343 posted by necros on 2003/07/12 12:30:03
Mirrored plane
got that when compiling a map with the q3map tool...
Hi
#344 posted by maiden on 2003/07/12 23:47:40
This is not a mapping question but anyway, does anyone know how to stop the player from tilting when strafing? It feels like the dude is standing on a skateboard. Thanks!
Maiden:
#345 posted by metlslime on 2003/07/13 03:01:00
try messing with the various cl_* variables. One of them probably controls it.
Try These Values
#346 posted by aguirRe on 2003/07/13 04:51:50
cl_backspeed 400
cl_bob 0
cl_forwardspeed 400
cl_pitchspeed 250
cl_rollangle 0
cl_sidespeed 350
cl_upspeed 200
cl_yawspeed 250
I think it's the cl_rollangle 0 that does what you want. Experiment for best results.
#347 posted by Vodka on 2003/07/13 22:15:27
sv_friction
I Especially Recommend...
#348 posted by metlslime on 2003/07/14 01:14:39
edgefriction -4
Ahaha
#349 posted by pushplay on 2003/07/14 06:32:34
That was fun.
Err
#350 posted by R.P.G. on 2003/07/14 09:32:36
I tried edgefriction -4 but it didn't seem to do anything. :/ What is it supposed to do?
|