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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
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I Mean 
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... 
brutal. 
Unreal 2 Textures Converter 
any1 knows of unreal2 textures -> simple bitmap cconverter that handles multipy files 
Nm 
Found it. Pretty good explorer/converter that supports many games :
http://www.elberethzone.net/index.php?page=dup5&language=en 
AguirRe 
treebsp doesn't like aligning textures right. Is there any way to avoid this problem? 
Check Out The 
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 
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 
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! 
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! 
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 
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 
Will you be adding support for coloured lighting/.lit files to your light prog at all ? 
... 
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 
Thanks AguiRe. 
Thanks Guys, I Hope 
you won't be disappointed.

Abyss: No current plans on coloured lighting. 
I Wasn't Disappointed 
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 
the new light util is very cool, just been playing with it, makes those shadows look so much nicer.

Recommended to any q1 mapper :) 
AguirRe 
Firstly, "Abyss: No current plans on coloured lighting." :(

Secondly, Is there any problems with say compiling with tyrlite, for coloured lighting/generating the .lit file, then compiling using your light prog for the new features -extra4, -soft etc?

I have tried it on a small test map, all seems to be fine, and in the end I get my coloured lighting. 
Hmm ... 
As long as TyrLite doesn't change the entity contents in a way that information is lost it should work fine, I think. Normally it doesn't.

TyrLite will then first generate both the .lit file and the normal light data lump in the bsp, then my Light would make a 2nd pass generating another light data lump in the bsp replacing the previous one.

It seems like a good idea, Abyss! 
The Down Side, Of Course 
is lighting a map twice. and if the lighting process takes a few hours or more... *shrug* 
Time, I Am Not Short Of 
Talent, however, is another matter 
 
.lit files are not light data, but the offset.
If you change the lightmaps in a bsp, you end in the colored hell.

aguirRe : great features. Been wanting fast and more sunlight for all these years

havent found in readme, does it support negative lights (antilights) 
No Antilights 
in this version, maybe later.

If you like the new soft shadows, try them together with the enhanced sunlight ("-sunlight2"). It benefits especially since the sun shadows are so clearly defined and therefore normally suffers from aliasing (the jagged edges). 
Light Prog 
The people demand screenshots that show off l33t enw features. 
Better Than Screenshots 
Get the Light 1.23 version, grab any Q1 bsp that has outdoor areas and run the following command in a console window :

light -fast -soft -extra4 -nolight -light 30 -sunlight 250 -sunmangle 45,-60 -sunlight2 60 bspname

where "bspname" is the name of the map.

Then load up the produced bsp in a Q1 engine and check out how the ligthing looks in the outdoor areas (indoors will be rather dark since all light entities are disabled).

You can tweak the parameters above for different effects. 
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