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Ah
#4111 posted by inertia on 2005/08/20 20:16:52
i see that it is a rediculously complex issue! anyway i found workarounds using external clip brushes and other humdickery, but i aprpeciate all the help i got anyway.
#4112 posted by anonymous user on 2005/08/20 21:43:25
inert: clip clip it
I Just Want To Say
#4113 posted by pushplay on 2005/08/21 00:43:50
I enjoyed inert's unhappy guy immensely.
Pushplay
#4114 posted by inertia on 2005/08/21 01:32:42
clarify?
More On RtCW
#4115 posted by Jago on 2005/08/21 06:00:24
I have found a whole lot more map models in WolfToolsSDK.zip so this part is getting better. However, there are still many mapobject dirs that have only the model file (textures missing) or only have the texture and not the model. I am puzzled.
It Could Be A Matter Like In Quake 3
#4116 posted by HeadThump on 2005/08/21 07:41:48
that there is one grey marble like seamless texture used to wrap around a generic 'statue' model. To save space the internal reference for the models may be to one lonesome texture you just have not spotted yet. I'm guessing since I don't have WolfToolsSDK installed, but I remember noticing that in a game pack that came with the GTKRadiant install before.
Toot
#4117 posted by Shallow on 2005/08/21 10:00:07
I think there are a few RTCW models that don't show up correctly in the editor but do in game. I can't remember if the models' shader files are listed in shaderlist.txt by default, adding it might clear up a few missing textures if it isn't. Or it might not but trying won't hurt :)
there are still many mapobject dirs that have only the model file (textures missing)
Some models may have shaders which point to textures stored somewhere other than the model's directory. Or they might just be broken unused content that got included accidentally.
or only have the texture and not the model.
Like I said before, static mapmodels get baked into the BSP when the map is compiled and are loaded from there not the model file at runtime, thus there was no need to include all the models with the game. Alternatively, some folders might just be textures that are referenced by models in other folders.
There's a fair amount of usable custom models that have been made as well, hunt around for those. Custom models made for Wolfenstein: Enemy Territory will generally work in RTCW as well, although you may need to rewrite the shader.
Clarification
#4118 posted by pushplay on 2005/08/21 16:46:24
Frum yur drauing.
1930s House Textures
#4119 posted by . on 2005/08/21 22:49:46
Might I be missing anything? So far I've got about 8 or 9 thumbnails sketched for interior wall designs, and with variations it comes out to about 27 - for interior walls. Here's the full list though:
Interior Walls:
wallpaper, concrete, panels (wood), tile
Exterior Walls:
wood, concrete, brick
Interior Floors:
concrete, wood, tile, carpet
Materials:
wood, stone, metal, porcelain/glass (think toilets/bathtubs
Furniture:
chairs, couches, stools, file cabinet, cupboard, cabinets, dressers, bed, shelves, armoire, bookshelves, desk
Outside:
grass, earth, mud, road, sidewalk, rock-brick, sky, water, trees, foliage, stonebeds, gravel, floral
Miscellaneous:
sewer covers, typewriter, clocks, phone, stove, fridge, phonograph, lamps, lights/sconces, picture frames, broken mirros, bathtub, sink, roofs, windows, doors
Um
#4120 posted by inertia on 2005/08/21 23:34:27
Don't you have a map in the works already? It's bad to derail your mapping progress... like reading more than one novel at the same time!
Nope
#4121 posted by . on 2005/08/21 23:53:35
#4122 posted by Mindcrime on 2005/08/22 02:40:29
You forgot the potty!
Nope
#4123 posted by . on 2005/08/22 02:47:57
It's on the list just under materials. I actually have it written down, but not under miscellaneous on the list here :P
Qick Confirmation
#4124 posted by Kell on 2005/08/23 19:31:34
Hunk_Alloc: failed on 1346914400 bytes means a map is too big to load, right? The solution is adding...what to the command line? -heapsize? For a mac G4 powerbook with 512 megs of ram. I'm assuming FitzQuake is the engine being used.
Mac Powerbook?
#4125 posted by grahf on 2005/08/23 20:11:47
There is no fitzquake for mac os x I don't think, unless metl's been keeping something from us. It would have to be either pOx's builds (macglquake.sourceforge.net) or the Cocoa version from fruitz of dojo (www.fruitz-of-dojo.de). I am skilled in the ways of Macness....
But as far as I know, -heapsize should work the same there as it would on any pc engine. You might try increasing -zone also, to 8192 or so.
Grahf
#4126 posted by Kell on 2005/08/23 20:15:02
Thanks. Despite being scottish, I know this -><- much about Macs. And it shows >_<
FQ Mac
#4127 posted by . on 2005/08/23 20:38:51
Would be nice. The gamma is wanked on my Mac port.
Grahf / Powerbook
#4128 posted by inertia on 2005/08/23 20:39:42
What is this about quake on osx? I want to get a fuhquake port working on my powerbook... if anyone knows whats up with that, let me know!
/me wants to watch demos of people playing my map ;)
Uhoh, I Just Nominated Myself For Macquake Tech Support
#4129 posted by grahf on 2005/08/23 21:25:27
phait: you mean the brightness slider in the options and the console command "gamma" don't work for you? which macglquake build are you using? what gfx card you got? Perhaps darkplaces would solve that, see below...
inertia: fuhquake, is that some quakeworld thing? Not likely I recon. But there are several normal quakeworld builds, what's the diff?
There is Darkplaces for mac actually, but you have to download (hehe) Nexiuz to get it. Open up the Nexiuz Mac application package (right or ctrl click, show package contents), browse to the "MacOS" directory in there, and pull the "darkplaces-sdl" file into your quake dir and run it from the commandline.
To take it a step further, look in the "sources" directory of the nexuiz install, there should be an application package called "darkplaces." Put the "MacOS" directory from Mac Nexuiz (it should have libvorbis and libjpeg as well as darkplaces-sdl) into the "Contents" directory of the Darkplaces app package. Now put your new beefed up Darkplaces package into the proper quake base directory, and wee! It runs just by doubleclicking now, no Terminal access need! Works exactly the same as PC Darkplaces as far as I can tell. Downside: As far as I know, you would still have to run it through the cmdline if you wanted to pass it cmdline options.
You could compile your own Mac Darkplaces apparently, Lordhavoc told me there are directions on the nexuiz forums, but why would you want to do that when this is so much easier?
Grahf
#4130 posted by inertia on 2005/08/23 21:33:56
fuhquake is a very enhanced version of qwcl.exe. I could never go back!
Hall-of-mirror With No Brush Errors...
#4131 posted by . on 2005/08/23 21:34:24
Grahf -- the slider works, but maybe it's just my monitor, it is a Powerbook after all - but I don't get decent contrast. My PC's Samsung, on the other hand... (despite it's 'negative' black instead of true black)
Hall-of-mirrors...
I'm working on some terrain and there is a HOM patch up in the sky for some reason. Worldcraft reports no invalid solid errors and it compiles without error. What might be causing this? I'll prob. just have to redo a few brushes up there, but I'm curious why it happens.
Crosshair pointing at it: http://www.phait-accompli.com/q/s4/pre/hom.jpg
PHAIT
#4132 posted by inertia on 2005/08/23 21:40:01
IT LOOKS FINE KEEP MAPPING
;<
#4133 posted by grahf on 2005/08/23 21:47:21
you might try idgamma, phait. it's a tiny pak2.pak file that replaces the quake palette with slightly more vivid colors.
Re: Terrain HOM
#4134 posted by . on 2005/08/23 22:06:08
Oddly enough, after building another terrain wall - the HOM disappeared.
#4135 posted by grahf on 2005/08/23 22:34:21
Not that surprising actually. It was probably some semi-fuckup of qbsp's/vis's leafs/nodes/portals, and when you added more stuff. the bsp tree changed, and the problem went away.
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