Get Frogbot From Here
#4145 posted by
bambuz on 2005/08/26 07:37:43
http://parboil.quakeworld.ru/
Don't be afraid of the greekish lettery.
Thanks For The
#4146 posted by
aguirRe on 2005/08/26 08:27:24
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
#4147 posted by
aguirRe on 2005/08/26 15:30:59
this test version seems to work much better than 0.12c ...
#4148 posted by
PuLSaR on 2005/08/27 14:58:31
is there an analog of r_draworder command in fitzquake?
No
#4149 posted by
czg on 2005/08/27 15:13:58
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.
Vis Help...
#4151 posted by
Maric on 2005/08/27 15:51:22
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...
#4152 posted by
bal on 2005/08/27 16:04:22
I recommend everything that's here:
http://user.tninet.se/~xir870k/
Quake WADs
#4153 posted by
Jago on 2005/08/27 17:35:27
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
#4154 posted by
inertia on 2005/08/27 18:05:36
i thought madfox made some textures...
Jago Jago
#4155 posted by
R.P.G. on 2005/08/27 18:36:38
I have a lot of those wads, but I don't know of any currently active site that has those.
Waddage
#4156 posted by
. on 2005/08/27 19:04:43
This is why I can't wait to upgrade my hosting, I'll host wads.
Jago
#4158 posted by
grahf on 2005/08/28 13:01:11
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
#4159 posted by
bambuz on 2005/08/28 15:12:11
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...
Textures
#4161 posted by
bambuz on 2005/08/28 15:23:56
speedy has some, and rpg too i seem to remember.
Bambuz
#4163 posted by
Jago on 2005/08/28 17:31:41
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
#4164 posted by
R.P.G. on 2005/08/28 18:31:03
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
#4165 posted by
inertia on 2005/08/28 20:57:04
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
#4166 posted by
HeadThump on 2005/08/28 21:04:54
inertia, I think I know where to look the program. Give me a moment.
Here We Go
#4167 posted by
HeadThump on 2005/08/28 21:17:36
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
#4168 posted by
inertia on 2005/08/28 22:12:59
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
#4169 posted by
Blitz on 2005/08/28 22:56:18
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