Ricky
#4987 posted by bambuz on 2008/08/10 22:07:37
get quakeworld.
Nquake is a good package for beginners:
http://nquake.com/
Ezquake is the name of the quakeworld client.
Then when you have quakeworld go to www.quakeservers.net, find a uk server from the list, copy its ip address, then open up ezquake, type "connect ipAddressHere" and you're there.
Or that's one way to do it.
I Mean
#4988 posted by bambuz on 2008/08/10 22:08:10
ezquake is the client provided in the nquake package.
Also
#4989 posted by bambuz on 2008/08/10 22:08:39
you can paste to qw console with ctrl-v
Thanks For The Tips
#4990 posted by RickyT33 on 2008/08/10 23:57:51
Trinca just blew me all over Quakeworld
Aerowalk, dm2 and dm6. Heh - was fun
ezQuake is very easy to use.....
now I know how, I intend to try and kill you ALLL!!!!!!!
Map It To The Wall
#4991 posted by madfox on 2008/08/11 06:42:07
texfish: I use DDM because it instantly retreats my textures back on grid. I never noticed texmislignments.It also stamps all my brushes back to integers which makes it easier to find the "sick" brush. And despite of all other errors, like crazy broken patterns as it was winqbsp, it never returns with HOM's.
Sielwolf:The original map was at the same max lightmaps, and although I compiled it as good as I could, it caught Hom's and leaks (aargh).
reason I tried this rather stupid way of converting the map to compare the right parts.
Point is I always need to stuff things up when I ain't got brushes left.
I'd Recommend Worldcraft
#4992 posted by Text_Fish on 2008/08/11 11:50:41
if texture alignment is your main problem. I've never come across a more user friendly texture system. It won't just do it all for you, but to be honest I can't understand why you'd want to hand control of texture alignment over to the software anyway.
Worldcraft 3.3
#4993 posted by RickyT33 on 2008/08/11 11:56:09
Select all brushes => select "texture application mode" => click on "fit" or "bottom left" or "center" => "Voila!!"
QuArK
#4994 posted by Spirit on 2008/08/11 12:10:02
Quark's texture tools are amazing too. If only the thing would not be so slow.
QuArK
#4995 posted by rudl on 2008/08/11 12:27:07
I second that, QuArK has modern texture tools and the possibility to set the texture scale, rotation... manually like in bsp.
So...
#4996 posted by Lardarse on 2008/08/11 12:49:55
Why do you mappers not like GTKRadiant?
GTKRadiant
#4997 posted by Text_Fish on 2008/08/11 12:54:53
is difficult to break in to. I've had it installed for years, but every time I open it up I just find myself questioning whether it's worth finding my way around it. It's not very straightforward for beginners.
#4998 posted by Trinca on 2008/08/11 13:59:18
GTKRadiant = pain in the ass to start!
Quark = pretty easy to start...
#4999 posted by rudl on 2008/08/11 14:15:56
GTKRadiant, bsp, ogrier are very similar in my opinion. Once you learnd one it is not that difficult to learn another of these.
QuArK is completely different
Yay
#5000 posted by Vigil on 2008/08/11 22:54:15
Never leave us, wrath.
Tex Mislignments
#5001 posted by madfox on 2008/08/11 22:59:57
I'm just mapping brush for brush, so it is evidently I break up in a total texture mess. I never noticed untill someone made me aware.
Even now i find it frustrating to spend houres matching all those creepy lines.
I only used this DMM because it also returns a map without HOM's or leaks. At least that's a positive thing of the programm. I can throw away all garbage and keep the the good part.
I tried worldscraft to see if it has a easier way to convert them,
thanks for the tip.
I'm so convienent with Quark that other editors always make me wonder how to use the buttons.
I tried NewBsp but I couldn't import maps, only make them.
QRadiant made me search for houres to even start.
I know, they're good editors, only I am a impatient manual reader.
Madfox
#5002 posted by RickyT33 on 2008/08/11 23:27:22
Also there are two boxes "to world" and "to face".
Select all brushes with messed up textures
then
Press texture alignment button
then
Tick box "to world" and set scale 1 and 1, also alignment 0 and 0, then ENTER
you can select textures by clicking the 3D window (yeah!), [shift] + select lots of textures!!
then quick button - bottom, top, left, right, center, fit.
#5003 posted by RickyT33 on 2008/08/11 23:29:26
in Worldcraft 3.3, not 1.6. Also move, rotate brushes and the texture NEVER goes wrong. Texture lock is perfect.
Nevermind
#5004 posted by madfox on 2008/08/12 01:36:57
just finding my WorlCraft versions.
Aargh, why did I never got the official version.
it's like with Qoole, I can download all the updates but they all go wrong on 300 brushes limit version.
Yet More Randomness
#5005 posted by Jago on 2008/08/12 02:54:14
Worldcraft
#5006 posted by madfox on 2008/08/12 02:56:24
1.5 works, but 3.3 only install the halflife version. So my tex is still offline.
OK, Solutiion:
#5007 posted by RickyT33 on 2008/08/12 03:11:42
http://www.quakeone.com/qadapter/
install Worldcraft 3.3 to "c:\program files\woldcraft\" (default)
if you put it anywhere else this wont work
install quakeadapter, linked to above
your textures must go in "c:\program files\worldcraft\textures"
it will now convert any textures in this folder everytime you startup Worldcraft, all ready to use...
Also
#5008 posted by RickyT33 on 2008/08/12 03:16:53
Aguire's TxQbsp.exe will work with the converted half-life textures.
in Worldcraft, click tools => options => build programs to see the set up for build programs.
F9 is the button to compile and run, but you can use a command prompt.
"csg" is set to "nomapversion.exe"
what this does is remove Half-Life KEY "mapversion" "220" from .map file.
this can be also removed in a text editor but its a non-critical error.
I Concur; WC3.3 Is Very Powerful
#5009 posted by Tronyn on 2008/08/12 11:40:42
it's worth the trouble to get it working.
Dust In The Air
#5010 posted by Orl on 2008/08/12 15:07:58
Here is my attempt to create another theme not normally seen in Quake. A desert theme complete with cacti, buffalo skulls, and a saloon.
This map is designed to be played with midair mode, a mod where the object is to launch the player off the ground using only rockets, and then blasting him while in the air.
This map is also practice of my mapping skills, and to see just how precise txqbsp is. Many of the small details in the map like the cacti and skulls are off grid, and txqbsp does a nice job and putting them all together.
Be forewarned though, if your computer isn't equivalent to that of a rocket engine, you won't have stable fps. Small as it is, this map is very heavy on framerate, especially when looking down from the sky.
But again, its just my attempt to try something different. I doubt it will get any gameplay because of the performance drop, but it's nice to look at.
Screenshots:
http://orl.fvfonline.com/misc/omsair1.jpg
http://orl.fvfonline.com/misc/omsair2.jpg
http://orl.fvfonline.com/misc/omsair3.jpg
http://orl.fvfonline.com/misc/omsair4.jpg
Download with .map and .wad included:
http://orl.fvfonline.com/omsair.zip
#5011 posted by Trinca on 2008/08/12 15:25:26
ORL u sent me the map and i�m sorry becouse i didn�t saw it at the right time!
:(
i think map is pretty cool but the upper part should be remove!!! midair dont supose to have a place to rest up...
second thing! the walls of canion should also be 100% vertical they could have the curves u�ve done but noclip brushes so the player can some stright down and not rest in walls!!!
anyway is a cool map i like the theme a lot!
now go fix those things and people will play it for sure becouse if pretty nice!
thks!
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