Yep.
#453 posted by necros on 2003/09/07 12:19:50
when i map for quake in there, i wrote down all the numbers for each combination of skill levels in a grid so i can easily just look without having to calculate anything.
although, that's probably not feasible if you're going to have more than just four flags (e,m,h,DM) because there'd be so many combinations...
Glassman
#454 posted by R.P.G. on 2003/09/07 13:43:29
There's a version of GtkRadiant that supports Q1 (albeit badly). SmallPileofGibs also says that the entities.def has the skill setting checkboxes, so you may want to download it and rip the entities.def if nothing else.
http://spog.tshup.com/GtkRadiant-1.3.11-beta-q1-fixed.exe
Glassman
#455 posted by pushplay on 2003/09/07 14:39:21
I believe vanilla gtkradiant doesn't support flags that go so high. What I did was calculate all the common combinations of the flags, and then list that in all the relevant sections in the .def file. You have to add those manually to the other flags though.
Thanks Guys
#456 posted by glassman on 2003/09/07 15:42:42
Necros..for this map that may well be the solution.
RPG..the entities.def (which btw ends up in your id1/scripts directory) does not work with vanilla gtkrad presumably because, as pushplay says, vanilla gtkrad does not support spawnflags higher than about 128.
However the new q1 version of gtkrad looks interesting. The skill settings work anyway :)
It creates maps in native q1 format so no more converting q2->q1 & the bsp options refer to hqbsp, hvis & hlight which I'm not familiar with. Textures I think go in id1/textures but I'm not sure if anything other than jpg & tga are supported at this stage. If anyone has any more info I'd be grateful.
Glassman
#457 posted by R.P.G. on 2003/09/07 16:55:09
If you want more info on Q1 GtkR then you'll have to come onto irc.gamesnet.net #terrafusion (or irc.telefragged.com #qeradiant) and ask SmallPileofGibs. I haven't tried it yet so this is all just stuff I've heard people say.
My Sm48 Map
#458 posted by DaZ on 2003/09/07 17:08:51
Was made in the q1beta of gtkrad.
It works fine, its just that the editor needs to be able to load wad files, atm u have to type the name of the textxure onto the brush :/
Is The Functionality The Same?
#459 posted by necros on 2003/09/07 17:24:37
does it work the same way (besides textures) that the regular gtkr does?
what do you mean by type the name of the texture onto the brush
Empty
#460 posted by pushplay on 2003/09/07 17:49:07
type the name of the texture onto the brush
Ewww. I'll stick to the texture extraction + map conversion method like I did in my sm48. The map sucked, but at least it had a good solid dome.
I Mean
#461 posted by DaZ on 2003/09/07 17:59:26
currently when you start a map from scratch you have to select the brush/face and bring up its properties, then in the texture box you have to type in the name of the texture you want that brush/face to use.
After you have done that the texture appears on the brush and in the texture window. So basicly you need to do this every time you add a new texture.
Ouch...
#462 posted by necros on 2003/09/07 19:01:48
brutal.
Unreal 2 Textures Converter
#463 posted by Vodka on 2003/09/08 00:09:20
any1 knows of unreal2 textures -> simple bitmap cconverter that handles multipy files
Nm
#464 posted by Vodka on 2003/09/08 00:14:59
Found it. Pretty good explorer/converter that supports many games :
http://www.elberethzone.net/index.php?page=dup5&language=en
AguirRe
#465 posted by PuLSaR on 2003/09/16 16:11:12
treebsp doesn't like aligning textures right. Is there any way to avoid this problem?
Check Out The
#466 posted by aguirRe on 2003/09/16 17:00:47
previous posts in this thread (#429 and forward) and see if that helps. Otherwise I need more details (editor, compiler options etc).
You could also try my TxQBSP version, it's very similar to TreeQBSP in performance, capacity etc.
AguirRe
#467 posted by PuLSaR on 2003/09/16 17:32:39
thanx, that's exactly my case.
I just use WC and compile without those options.
I just haven't seen those posts, cuz wasn't able to visit func for 2 months and then there were TOO many new posts to read them all.
Link
#468 posted by nakasuhito on 2003/09/19 18:08:50
i know its not really a mapping help, but i need help so i can do some mapping.
anyway. quiver!! the quake1 map editor... does anyone know where i can get a working link? the official site has it down. wrote the dude 2 weeks ago and nothing!! :(
agh. i wanna make maps using my macky. :)
Hurrah For Mac Quakers!
#469 posted by grahf on 2003/09/21 17:00:43
Yes yes, I am using Quiver at this very moment.... I thought I was the only person on the planet who still did. ;0
Scott Kevill definitely does not give a rat's ass about Quiver anymore, I'm sure he does not have it. I have it of course, but no place to upload it to.
Also, If you have Mac OS X, it is possible to compile GTKRadiant, but that is not for the faint of heart (It runs as an X11 app using Apple's X11, XDarwin, and Fink). read the mailinglists on zerowing.idsoftware.com for more info on that.
Yay! Mac Rules!
#470 posted by nakasuhito on 2003/09/22 00:36:13
GTK radiant? agh. i dotn wanna learn a new editor. hehe. damn.
i ahve os x, but its 10.0.4 or something. the first version i think. hehe. damn. i hate apple for making us buy jaguar!! :)
hmm... if i give you the link to an account at briefcase.yahoo, would you upload it for me if its below 5mb? :) man. im desperate. i'd do anything!! (except gay stuff, thats just.... gay)
hehehe. damn.
Softer Shadows In Q1
#471 posted by aguirRe on 2003/09/26 08:05:30
If you've been annoyed with the jagged edges in some shadows in Q1, you might want to take a look at my latest Light 1.23 version available at http://user.tninet.se/~xir870k .
There are several new options for various speed/quality combinations.
AguirRe
#472 posted by Abyss on 2003/09/26 09:14:39
Will you be adding support for coloured lighting/.lit files to your light prog at all ?
...
#473 posted by starbuck on 2003/09/26 09:44:07
whoa aquirRe, you appear to the 'teh r4wk'... i can't wait to try out your light prog, especially the -extra4 you mentioned
Those Tools Sound Great
#474 posted by Wazat on 2003/09/26 11:23:27
Thanks AguiRe.
Thanks Guys, I Hope
#475 posted by aguirRe on 2003/09/26 12:38:50
you won't be disappointed.
Abyss: No current plans on coloured lighting.
I Wasn't Disappointed
#476 posted by starbuck on 2003/09/26 15:03:34
it really made an improvement, i ended up with some very smooth edges, will carry on using this i think, it coped with the tyrlite parameters very well
Yes
#477 posted by DaZ on 2003/09/26 18:32:52
the new light util is very cool, just been playing with it, makes those shadows look so much nicer.
Recommended to any q1 mapper :)
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