JPL
#4399 posted by bal on 2005/11/02 05:14:17
It's not like you are using thousands of textures, you can really easily eliminate fullbrights in TexMex, texture per texture, shouldn't take more than a couple minutes.
If you really wanted to you could set up a batch process in photoshop or something too, and do it all in one go (but you'd need to extract the textures from the wad first).
Looking forward to your next maps anyways. =)
N00b Texturing Questions
#4400 posted by iob on 2005/11/02 07:24:50
answers are almost certainly easy but i found it frustrating trying to get textures showing up in gtkradiant.
i've installed the 1.5 beta from www.qeradiant.com, set the engine to quake, set the correct path and opened a .map file (it was bambuz's 108 speedmap), and all the textures are "not found". ok so i have to extract the textures from the .bsp file, or i can download something like quakewad.zip to get them (assuming the map uses only the original textures).
i downloaded quakewad.zip, opened the .map file again and all but one of the textures appeared in the "used textures" frame. i'm assuming the texture still "not found" was because it was a custom texture or quakewad.zip isn't the way to go.
so my first question is if something like quakewad.zip is a good way to get the original quake textures for use in an editor?
then when starting a new map and making a brush i want to apply a texture to it. with a brush selected i bring up the "surface inspector" and i can type a texture name in, and can't see a way to select a texture from any kind of list unless it was already used.
so my second question is if this is how you do it? or if things are configured correctly are all the available textures meant to be displayed in the texture menu after the separator?
Yeah
#4401 posted by bambuz on 2005/11/02 08:06:13
the lava texture is from the team fortress pak file. (pak0 or pak1.pak) Get the equake tf addon pak (from quakeworld.us) if you want that tex :)
You can rip textures of maps and paks with programs. One at least comes with worldcraft.
What Am I Talking
#4402 posted by bambuz on 2005/11/02 08:07:38
of course you can get the texture directly from the bsp too with some util... :P
Hehe
#4403 posted by necros on 2005/11/02 13:52:31
How do i prevent cracks on bezier patches?
how *do* i prevent that? :P
http://www.planetquake.com/necros/temp/patch.jpg
you can see that the highlighted patch doesn't match with the one joined to it (they are seperate patches)
how can i get them to have the same amount of sides so they line up?
Iob
#4404 posted by grahf on 2005/11/02 16:08:01
Apparently, GTKRadiant 1.5 will read .wad files directly from quake's id1 directory. You would have to extract the textures out of a bsp file manually, with a program like Wally.
Gl_fullbrights 0
#4405 posted by metlslime on 2005/11/02 17:21:58
This will also disable fullbrights on torches, muzzle flares, and lightning bolts.
Thanks Grahf
#4406 posted by iob on 2005/11/02 20:04:03
works perfectly.
Hehe
#4407 posted by necros on 2005/11/02 21:19:31
i'm hopelessly behind the times, but help me out here... :P
basically, for my d3 map, i wanted to have a few specific settings that will be used for that map only, and they are all cvars... (namely, wanting to tweak g_kickamplitude and g_kicktime a bit to reduce 'owl neck' and pm_walkspeed to a *ahem* proper movement speed.
is there some kind of way to exec a cfg file or something? i can't even get an autoexec.cfg file to work-- i added g_kicktime 0 to my autoexec, but it gets reset on every level anyway. :P
Necros #4403
#4408 posted by VoreLord on 2005/11/03 00:41:49
Not sure if your serious or not..., but select your patch, press s, check subdivide patch and adjust horizontal to suit.
Re: Gl_fullbrights 0
#4409 posted by JPL on 2005/11/03 02:02:02
This will also disable fullbrights on torches, muzzle flares, and lightning bolts
I didn't really see any big differences about what you mentionned here... errr... though the effect might be for sure different with different engines.. At the moment I only checked the command with aguirRe's engine and FitzQuake.. I will took a much more carefull look on this point...
In anyway, thanks for the tips.
In Doom3
#4410 posted by inertia on 2005/11/03 08:03:53
what the hell is owl-neck? i've never played it, so i'd love some explanation :)
Owl-neck
#4411 posted by bal on 2005/11/03 08:40:06
When you take damage, your view swings around like crazy, which makes fighting the fast melee monsters quite annoying, as when they start inflicting damage to you, it becomes pretty damn hard to aim and fire at them properly to get them to shut the hell up.
#4412 posted by necros on 2005/11/03 08:49:30
Not sure if your serious or not..., but select your patch, press s, check subdivide patch and adjust horizontal to suit.
cool, thanks for that. i think i'm just blind, actually. o.0
Thanks Bal
#4413 posted by inertia on 2005/11/03 22:41:39
Re: Re: Gl_fullbrights 0
#4414 posted by JPL on 2005/11/03 23:57:29
This will also disable fullbrights on torches, muzzle flares, and lightning bolts
Metlslime, I checked what you said, and you were right (sorry, I would have to believe you... thousands apologies... :P... ).
However, I made further tests, and the results is I have to choose my textures very carefully. Then I guess I can keep gl_fullbrights 0 in my config file, just because:
1- My new project uses DKT1/3 texture sets which are globally base/modern textures (nothing like mediaval gothic stuff, only metal, computer, etc..) so I will use no torches... The idea is to try to be as consistent as possible, like I was with CDA using only DKT3 textures...
2- The "light-effect" rendering ingame (i.e using FitzQuake) can be balanced adding lights at judicious positions... I guess it wil be the same with other engines. I also made the test with flashing electric textures, and it was not bad at all IMHO...
3- I will try to avoid lightning bolt gun use in this map to solve the issue you mentionned above (removing it from the map is an option...)
In fact, I think the visual effect can be equivalent with or without gl_fullbrights set or not... I just have to take care about what I do..
I will post screenshots later to let you see the effects.. ;)
Um... JPL
Dude. Seriously. Just fix the textures.
HL2 Displacements... Wtf!?
#4416 posted by therealthan on 2005/11/04 04:30:36
Ok, is it just me, or do HL2 displacements actually suck complete arse? What the fuck is that TERRIBLE displacement editor in Hammer? Effectively a displacement has the flexibility of a patch in Max, but the tools are designed as to make editing its geometry in an kind of meaningful way a near impossibility.
Seriously fucking dissapointed... Is there any way I can move the displacement vertices around like vertices of a brush?
Or maybe someone has some handy tips or a link to a good guide...
JPL
#4417 posted by R.P.G. on 2005/11/04 08:50:02
It will be better if you fix the textures instead. It is very easy, even if you have no experience with TexMex.
Jpl:
#4418 posted by necros on 2005/11/04 08:50:30
shutting off fullbrights to fix crappy textures = cheap hack
fixing said textures = proper fix.
Oops
#4419 posted by necros on 2005/11/04 08:52:41
cross posted with rpg! :o
#4420 posted by gibbie on 2005/11/04 08:57:06
JPL ffs listen to fribbles
It takes 5 mins MAX and if you dont know how to do it ill do it for you ok? just come on irc or something and message me
Flamed In Flight... Arghh...
#4421 posted by JPL on 2005/11/04 09:33:29
OK OK calm down please...... I downloaded TexMex yesterday, and I've just made a quick test some minutes ago. It sounds quite easy to modify textures while I still didn't find a Q1 palette related features to convert DKT textures... Is it existing at least ?? Unless it was this brightness adjustement feature... Well... I'll made further tests and I will see if it works well or not... The map is at its beginning, so there is around... hmmm.. 20 seconds of building (TxQBSP, fullvis, tyrLite)... so not a big deal to test the textures ;)
Fitz Won't Load My Speedmap
#4422 posted by bambuz on 2005/11/04 14:13:01
call3 450 setsize setsize
plats.qc: plats_spawn_inside_trigger
plats.qc: func_plat
no function
backwards mins/max
host error:program error
fuh loads it. there is a plat in the map.
Bambuz:
#4423 posted by metlslime on 2005/11/04 15:06:57
- send me the map.
- also, try it in aguirre's engine.
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