
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.