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.
Thanks Czg
#4150 posted by PuLSaR on 2005/08/27 15:25:51
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.
Bal...
#4157 posted by Maric on 2005/08/27 19:47:06
Thank you.
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...
On Riot's Site
#4160 posted by aguirRe on 2005/08/28 15:22:46
Textures
#4161 posted by bambuz on 2005/08/28 15:23:56
speedy has some, and rpg too i seem to remember.
Thanks Aguirre!
#4162 posted by bambuz on 2005/08/28 15:30:49
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
I'm Sure This Won't Be Applicable
#4170 posted by inertia on 2005/08/28 23:18:54
but do you need to make a shader for that texture or something? I have no idea, just taking a stab.
I Made The Shader
#4171 posted by Blitz on 2005/08/28 23:22:27
But that doesn't matter, because it's not even working in a regular image viewing app -- Ifranview, Photoshop itself, etc.
Hmmm
#4172 posted by HeadThump on 2005/08/29 05:08:44
You have your alpha channel at 100 percent opacity. Is that recommended in the tutorial?
Maybe Not,
#4173 posted by HeadThump on 2005/08/29 05:23:18
Looks like a different version of PS than my PS6.
Your pulldown window says 'normal channel.'
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