News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
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 
I'm Sure This Won't Be Applicable 
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 
But that doesn't matter, because it's not even working in a regular image viewing app -- Ifranview, Photoshop itself, etc. 
Hmmm 
You have your alpha channel at 100 percent opacity. Is that recommended in the tutorial? 
Maybe Not, 
Looks like a different version of PS than my PS6.
Your pulldown window says 'normal channel.' 
Blitz 
try adding a bg to your text and flatten the image, having transparancies in your only layer/rgb channels might mess things up for you. 
Some Very N00bish Quake Mapping Questions... 
What are the size limits for Quake maps?
a - total area
b - total size / length of a single brush or brush-group
c - max faces / polies
d - what is considered reasonable for poly counts for an SP map

Is there a way to have a "global" light setting? I have some completely dark shadowed areas with no logical reason to place a light source in them, I hate unsourced lighitng... So?

Is it "ok" to have several small maps as a unit as opposed to one HUGE map? That seems like an obvious question with an obvious answer but the terrian bits I am making are choking the engine a bit it seems and breaking my ideas down to small pieces is a proper solution, eh? I just wonder if fighting only twenty of so monsters before a map change is a bit unusual.

Oh and anyone have a really decent lava texture that they could point me to?

Just a pick...

http://www.maricscabinet.com/m1.jpg 
Maric 
That screenshot is looking nice. I think water or slime would look better in that area, but if you absolutely insist on it being lava, I suggest the quake 3 lava texture. Do a google search for "q3wad.zip" and "q3test.wad".

As for "global" light, you should look into minlight. I am assuming you are using Quake compile utilities from Aguire (which seem to be the standard these days) - look for minlight in the documentation here: http://user.tninet.se/~xir870k/readmevis.txt (the main site for the utilities is obviously at http://user.tninet.se/~xir870k ). Personally I think minlight makes maps look washed out and ugly, but hey, it's your map!

As for your other questions, I am sure other people here can provide you with better answers then I can. 
Also... 
As for breaking up maps in smaller pieces, I would be against it. This is not HL we're talking about. See if you can tune your brushwork to not cause major slowdowns. You can have big rocky outdoor areas in Quake, they're just tricky to do right.

About acceptable polycounts: I am sure you are going to get lots of different opinions, but my personal belief is that a map build for Quake in 2005 should run well on a 1 ghz CPU with 256 mb ram and a GeForce 3-class videocard. If it does, who cares about polycounts? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.