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
Thanks, Distrans,
#376 posted by necros on 2003/07/29 13:04:24
but those won't go with the ones i've already chosen.
Asdf
#377 posted by asdf on 2003/07/29 23:32:20
those are ewww distrans
Err
#378 posted by R.P.G. on 2003/07/31 13:35:22
So why does a tyrlite -extra compile take twice as long after a -level 4 VIS than after a -fast VIS?
Because God Hates You
#379 posted by czg on 2003/07/31 14:08:50
kthxdie
RPG
#380 posted by aguirRe on 2003/07/31 17:01:13
The only reason I can think of is that you've exceeded TyrLite's vis capacity of 1.5 MB and therefore its behaviour becomes unpredictable.
This is most likely to happen after a fast vis since the vis data is less compressed then.
How big is the vis data after fast/full ? Is the behaviour repeatable ?
AFAIK vis and light are two completely separate things that can be done in any order without affecting each other.
AguiRe
#381 posted by R.P.G. on 2003/07/31 18:28:12
I just recompiled it (in the name of SCIENCE!) and here are the results:
VIS -fast:
visdatasize: 182827 compressed from 258120
Elapsed time: 0:27
TyrLite -extra:
141.0 seconds elapsed
VIS -level 4:
visdatasize: 72078 compressed from 258120
Elapsed time : 22:41
TyrLite -extra:
244.0 seconds elapsed
At 1790 brushes, the map is not even all that large, so I wouldn't think that I'm exceeding TyrLite's VIS capacity.
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