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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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Than 
I'm in as well.. 
Ok. 
Cheers.

I will send you an email with the map when it's ready in the next week or so. 
Meme! 
meizah at gmail
Incomplete versions are fine too.
The geometry and gameplay and connectivity interests me the mosts, since i'm not that good on commenting looks. (cause i suck at mapping) 
Ok. Thanks Guys. 
That's all the testers I need. Like I said before, I will email as soon as the second beta is ready. 
Be A .pal 
I lost my Paint Shop Pro .pal file, and when I try to create a new index by using WinQuake screenshots, I don't get the full 256 varieties of Quake flavors. If someone could send an accurate index to the address I have listed, I would not only be your best .pal (har!har!har!) but pay for the ticket for the mapper of your choice to
come to your town and give you a complementary handjob. 
HT 
.pal ?? What it is supposed to be ? 
Brrr 
If you have the palette.lmp file, just use the old palcnv12 utility:
http://www.gamers.org/pub/idgames2/utils/graphics_edit/misc 
Thanks AquiRe, 
I'll arrange for Stevie Case http://en.wikipedia.org/wiki/Stevie_%22Killcreek%22_Case
to fly in this weekend ;) 
Palette Tips 
The best way (for photoshop users) as I discovered at the weekend is to load a quake skin and then go to image > mode > colour palette and then save the colour palette (either act or pal are available).

To convert to the Quake palette, I find that texmex does the best job (and has the option to remove fullbrites), and photoshop is terrible at converting to 8 bit colour.

Anyway, it's likely that there is a similar option in PSP, so grab a Quake skin from the net...

...er, or this palette file :)
http://quake.perm.ru/skin/pallette.zip (from http://quake.perm.ru/skin/skins.htm) 
By The Way... 
does anyone have a collection of Ken Scott's old Quake skins? They were by far the best available, and were quite plentiful. However, his site is no longer online, and I couldn't find any of his old work online. 
Dunno About Ken Scott 
but Megazoid collected a shitload of player skins:
http://www.quaketerminus.com/tools/250Quake1Skins.zip 
Hey Than, 
I've got a pack of Scott skins. I'll zip them up and send them to you right a way. 
Size Pal 
Thanks, Madfox 
but what I really need now is the textures to Diakatana episode 2. If someone could point the way to a download, that would be swell. 
HeadThump 
The original .wal, or a Q1 .wad? 
Good Question 
I probably should dabble with the Quake1 wad before coming to a final decision. If DKT2 suits the brush work, I'll likely need the originals to
fine tune them a bit. 
To Give An Idea, 
I originaly textured the map in IKBlue for a very
Karanen style map; but as there is much outdoors as indoors in the map, the variety is not there in IkBlue to sustain the theme through. 
Sorry For The Endless Post 
but I had forgotten about Spirit's wad collection. I was under the impression the wad site died with Scampie losing his site last year. Thanks, though. 
 
:) 
Aop2m1 - Author? 
Does anyone know who made the "aop" maps, I've found single player and DM maps starting with "aop" but cannot locate a readme in any of the zips I've found, not even the Underworld site.

Anyone happen to know the name of the author for aop2m1 or the other aop maps? 
Heh 
Nevermind ... figured it out. 
Ray (not Of The Notorious Variety) 
back in the early days I played a couple of levels by an author named Ray. Both levels were of a good standard, and very closely matched the id levels. One was an idbase level, and the other was a metal map. Each had "Ray" written in fullbrite red in a secret location. Does anyone else remember these maps and know where I can download them? 
Headthump 
could you upload those skins to a freehost so we can all get them ? Thanks. 
I Got A Copy Of DKT From 
http://www.quaddicted.com/wads/

I actually spent the evening modifying a different set of textures that needed a bit of darkening to fit the Quake scheme (not IKWhite) for the map. 
Preach, Or 
anyone with Grade A sexy knowledge of QuakeC, is there anyway to get a killtarget to eliminate a func_illusionary using some sort entity field wizardry in unmodified Quake? 
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