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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Get Frogbot From Here 
http://parboil.quakeworld.ru/

Don't be afraid of the greekish lettery. 
Thanks For The 
link, but I could only find the 0.13 test version. I've seen several references on the net to newer versions (or possibly variations of) with many bugs fixed by someone called DMSouL. 
Although 
this test version seems to work much better than 0.12c ... 
 
is there an analog of r_draworder command in fitzquake? 
No 
None of the hardware engines do.
Fitzquake does have and r_showtris command though, which may help you accomplish the same thing.
Set r_showtris to 1 to draw all triangles in PVS, set it to 2 to draw only visible triangles. 
Thanks Czg 
 
Vis Help... 
It seems that the vis.exe that I am using is ancient... Could someone please point me to the "latest and greatest"? This would be for Quake.

Thank you in advance. 
Ahem... 
I recommend everything that's here:
http://user.tninet.se/~xir870k/ 
Quake WADs 
Does anyone have a site with a lot of texture WADs for Quake? I already have id, hipnotic, rogue, cr8, knave, ogro2, hexen2, praevus, speedbase and zer and am looking for more stuff like rubicon, dkt textures and others. 
Jago 
i thought madfox made some textures... 
Jago Jago 
I have a lot of those wads, but I don't know of any currently active site that has those. 
Waddage 
This is why I can't wait to upgrade my hosting, I'll host wads. 
Bal... 
Thank you. 
Jago 
buzzsaw.gamedesign.net has dkt wads.

metlslime has rubicon in some sub-basement of his site; i forget the exact link, ask him.

planetquake.com/fatty has a few. frib has some that you probably already have.

others? get some q3 packs and convert your own. 
Where Can I Get Q1rad 
the lighting program with some calculated reflections. haven't found with google. fat controller's site had a link but it was old. I had it on the old hd... 
On Riot's Site 
Textures 
speedy has some, and rpg too i seem to remember. 
Thanks Aguirre! 
 
Bambuz 
Speedy's textures I already have (and had them listed in my post) and RPG's site doesn't seem to have any textures. I now got the Daikatana wads as well (thanks Bal!) and am looking for Rubicon and others. 
Correct 
There are no texture wads housed at my site. What I meant was, I could e-mail them if necessary, or I could upload them somewhere if someone pointed out an archival site that I could access. 
Off The Wall Question 
You can call me lazy, but I was wondering if there was a program to create simple brushwork from a diagram? For example, 2d blueprints would create the whole level in brushes 128 units tall, which could be used as a "base" for making the map?


I am trying to easily translate doodles into maps :) 
Yeah, I Remember This Coming Up Before 
inertia, I think I know where to look the program. Give me a moment. 
Here We Go 
ftp://ftp.sunet.se/pub/games/PC/idgames2/utils/level_edit/converters/bmp2map6.zip

It works but is by know means perfect. No Z plane beyond the 1/2Z implementation of the original Doom. Any curved line will be translated into ugly blocks. It's worth messing around with though. 
Headthump 
u rock, thanks

too bad i am on a mac and would need the src code to use it on here... oh well, will mess around with it later! 
Alpha Channels & You : A Winning Team 
OK so I'm trying to create a decal for usage in my HL2 map. I basically just want it to be "weathered" looking text -- that is to say, the texture is just a word that has some slight erosion.

So I read this tutorial : http://developer.valvesoftware.com/wiki/Creating_Decals

And I read some other tutorials.

And my final result is this : http://blitz.circa1984.com/help_alpha.JPG

Looks like it will work, right? Wrong. It doesn't work. I'm exporting as a .tga, checking off the option to save the alpha channels, and generally doing everything else right as far as I can tell. But for some reason it's just not recognizing the alpha channel, and only showing the "diffuse" part of the texture.

Please help me if you can because I have been trying to figure this out for a while now, but I can't pinpoint where I'm going wrong.

Thanks 
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