RPG:
#351 posted by metlslime on 2003/07/14 13:13:39
walk up to an edge.
Heheh
#352 posted by R.P.G. on 2003/07/14 13:27:21
I see now. Coagula was not a good map to try that on.
Lol
#353 posted by DaZ on 2003/07/14 16:15:29
Bsp Trouble Again...
#354 posted by necros on 2003/07/14 18:32:00
----+----+
5499 brushfaces
7363 csgfaces
4291 mergedfaces
---- SolidBSP ----
----+----\
*** ERROR 42: Didn't split the polygon in SubdivideFace
ok, get this error in bsp, and i'm wondering how on earth you pinpoint this sucker down.
See Also Post #265 Above
#355 posted by aguirRe on 2003/07/15 12:59:22
You'll have to locate faces that have low texture scaling values, < 0.2 is usually problematic.
If you can't find the offending value(s), you can use my ConvMap utility at http://user.tninet.se/~xir870k to set a minimum texture scaling value. Beware that this might make some textures look misaligned. But that might still be easier to fix than manually finding the culprit face(s).
The best thing is if your editor can help you trace bad scaling values, e.g. I think QuArK can do that.
Oh... Hehe
#356 posted by necros on 2003/07/15 13:42:24
looks like i already ran into that problem... :) thanks again, aguiRe!
i'll try the convmap approach.
Multiple Texture Wads W/ Radiant & Quake?
#357 posted by biff_debris on 2003/07/15 21:55:13
Is there a way to swing this, or do I just have to shuffle all my texes into one .wad file? I tried adding a "wad" key to a brush with two filenames, and adding one key to two different brushes, but neither worked.
You Can Do It...
#358 posted by metlslime on 2003/07/15 22:39:17
but fisrt, a wad is not a property of a brush, it's a property of the worldspawn.
the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in.
Solution: do it in wordpad. Radiant handles this approach fine; i guess it's just the text entry field that is too short.
Wads
#359 posted by nb on 2003/07/16 02:18:22
Or you could put the wads near where you compile your maps, and use relative pathnames.
Re "Multiple Texture Wads W/ Radiant & Quake?"
#360 posted by Abyss on 2003/07/16 03:03:26
Yeah you just add the .wad to the worldspawn, and separate different wads by ;
eg id.wad;rogue.wad
"the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in."
Nah, not true, I've had 5 wads typed in there, miles of room left. But you may have that problem if you leave the window the default size I guess, I have mine almost full screen
Ahh =)
#361 posted by biff_debris on 2003/07/16 04:46:46
So all I needed was a semi-colon? R4wk -- thanks guys =)
Haha
#362 posted by R.P.G. on 2003/07/16 10:12:51
Nah, not true, I've had 5 wads typed in there, miles of room left. But you may have that problem if you leave the window the default size I guess, I have mine almost full screen
haha. Neato. I didn't realize that. :)
If you have your wads in C:\jimmy\program files\games\quake\id1\maps\wads\ and link to the full pathname, then I could see how you would still be limited to just a few, but at least you could fit in the whole pathname this way. ;)
Textures...
#363 posted by necros on 2003/07/25 16:30:36
Does anyone know of textures for any game which fit the following criteria?
-Dark
-Mostly grey, black, white, not much color, but NOT brown or grimy (no steampunk or the like)
-must by tech, scifi oriented
-pipes and tubing a plus. ;)
...
#364 posted by necros on 2003/07/25 16:31:15
sort of like the stuff you see in startrek firstcontact with the borg.
Necros
#365 posted by DaZ on 2003/07/25 16:55:17
elite force, err elite force 2 :D
And
#366 posted by DaZ on 2003/07/25 16:55:33
avp, avp2
Hm...
#367 posted by necros on 2003/07/25 20:19:26
i don't know how to get the textures out of avp2, tbh...
and i do have the demo of elite force. heh, never occured to me. :P
Necros
#368 posted by Vodka on 2003/07/25 21:27:06
never watcher startrek
bu check http://www.planetquake.com/speedy/textures.htm
maybe you could use them
Necros
#369 posted by Kell on 2003/07/26 00:18:27
And...
#370 posted by Kell on 2003/07/26 00:27:46
http://www.ravengames.com/jediknight2/screenshots3.php
The only color tends to be on the consoles and that's either red panels or blue text.
...
#371 posted by necros on 2003/07/26 19:09:48
hm... well, i might grab a couple of the textures from your set speedy, but i don't think i'll use the whole thing... it's a little too bright without enough pipes and techy stuff.
i think i'll stay away from starwars textures... they look like they only really work in the sw universe, and i don't want my map to become a starwars map... :)
what's the texture set that Killazontherun used for this unfinished map?
http://pipeline.fov120.com/shots/85_l3.jpg
Erm...
#372 posted by dis_cantlogin on 2003/07/28 02:48:34
What About?
#373 posted by cyBeAr on 2003/07/28 07:51:59
majestic: http://shaderlab.com/slrl/?p=textures/sci-fi/majestic&o=1
some of evil lair's textures might match what you were looking for too, not that I really remember your description of what it was yuo wanted....
!
#374 posted by necros on 2003/07/28 13:14:27
distrans: yep! i'm mapping a bit more dark then the guys who did the borg maps though...
cybear: thanks a lot! those textures look like they'll work well.
Necros...
#375 posted by distrans on 2003/07/29 02:55:50
...you might want to check out these as well http://www.q-fraggel.de/textures/textures.html
Hopefully not too much colour or grime, cheers
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