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.
Than
#4424 posted by Blitz on 2005/11/04 18:39:27
Some tips:
- You need to use brushes of equal size if you want the displacement surfaces of two seperate brushes to attatch cleanly with no hassle.
- To move the displacement vertices as you would a single vertex on a brush, set the 'Radius' to 0 and the terrain tool snaps to the point where the vertices meet.
- Displacements don't work on brushes with more than 6 sides.
- Only select the face you need the displacements to show up on (as you would texture a single face) when you create your patch
http://blitz.circa1984.com/blitz_06_16_ver20009.jpg
http://blitz.circa1984.com/blitz_06_16_ver20002.jpg
You can make some very nice dirt piles and rock formations with a little work ;)
If you have any other troubles, get on #tf or send me an IM at 'lolleyballz'
JPL,
#4425 posted by HeadThump on 2005/11/04 21:28:50
I like the feel of those texture sets too. I'm curious, do you plan to use the base Quake monster set, or a mod with tech oriented monsters?
HeadThump
#4426 posted by JPL on 2005/11/04 23:29:00
For the moment I didn't yet thought neither about monsters placement, nor items placement... I only started the architecture design... I also guess Quake base monsters should be enough, while I'm seriously thinking to use a CyberDemon for the last boss.... I get a mod where there is CyberDemon monster model, and I found it not bad at all (if I remember well, I find it in a Doom level remake named "Tower of Babel" done by Marc Fontaine... BTW who's this guy ? I never heard about him... )..
Anyway, I will see later how it could fit with the map.... and then I will decide if I include a (or more) cyberdemon in the map...
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