
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

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
#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?

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.

RPG
#382 posted by
Tyrann on 2003/07/31 21:45:50
Mail me the (unvised) .bsp and .prt files and I'll find out.

*Shrug*
#383 posted by
distrans on 2003/08/01 01:11:54
One man's shit is another man's pate.

RPG
#384 posted by
aguirRe on 2003/08/01 05:01:22
Those vis sizes shouldn't be any problem at all. Just curious, did you rebuild from scratch (i.e. using qbsp) between those two tests ?
Otherwise the initial vis/light data lumps in the bsp are different in the two cases and may (although I can't see why) cause alternate behaviour.
Let's see what Tyrann finds out.

AguiRe, Tyrann
#385 posted by
R.P.G. on 2003/08/01 11:48:10
aguiRe: Yes, I did a complete recompile between the two tests.
Tyrann: It's on its way.