HeadThump
#5158 posted by R.P.G. on 2006/07/10 19:13:19
The original .wal, or a Q1 .wad?
Good Question
#5159 posted by HeadThump on 2006/07/10 19:19:15
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,
#5160 posted by HeadThump on 2006/07/10 19:22:41
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
#5161 posted by HeadThump on 2006/07/10 19:34:03
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.
#5162 posted by Spirit on 2006/07/10 23:03:16
:)
Aop2m1 - Author?
#5163 posted by Baker on 2006/07/12 15:28:02
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
#5164 posted by Baker on 2006/07/12 15:37:24
Nevermind ... figured it out.
Ray (not Of The Notorious Variety)
#5165 posted by than on 2006/07/12 21:09:03
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
#5166 posted by Sielwolf on 2006/07/12 21:47:33
could you upload those skins to a freehost so we can all get them ? Thanks.
I Got A Copy Of DKT From
#5167 posted by HeadThump on 2006/07/12 22:00:18
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
#5168 posted by HeadThump on 2006/07/12 22:41:36
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?
#5169 posted by Trinca on 2006/07/13 02:00:28
than were dm or sp maps? i think i already seen that also...
i can look at home but if u say dm or sp spair me a lot of troubles... they are so many :\
Trinca
#5170 posted by than on 2006/07/13 03:41:53
they were SP/DM hybrid maps like the standard id maps. I think they were mainly intended for sp, and whilst not particularly challenging or interesting, they were solid and I would like to see them again.
#5171 posted by Trinca on 2006/07/13 05:20:05
i will try to find when i get home tonight! i�m at work :( and at work just can map and see webpages... :|
Headthump
#5172 posted by negke on 2006/07/13 06:56:11
works with the info_notnull/modelindex trick. see preach's posts a few pages before.
Special Characters In Quake.exe
#5173 posted by negke on 2006/07/13 07:12:35
how can i find out which special characters are usable in quake - like the umlaut in zerstorer, which is done by "�" (� in html)?
the name makers i tried only had standard letters.
i'm specifically looking for something to display "�"... if it'S possible at all, that is.
Custom Characters
#5174 posted by Preach on 2006/07/13 07:41:34
http://wiki.quakesrc.org/index.php/Quake%20Font is a list of the characters you can get in quake. I don't see � on the list, so what you might want to do is replace one of the existing characters on there with a custom graphic for �. You'll need one of the special quake utilities to edit conchars, either adquedit or fimg
http://forums.inside3d.com/viewtopic.php?p=2919
I don't know if this is how zerstorer did it, but it's possible.
#5175 posted by negke on 2006/07/13 12:00:32
those are the standard characters i was talking about. but apparently there must be more. i'm sure in zer it wasn't done by replacing any characters with custom ones. so i just figured if there is � there might be others as well.
You
#5176 posted by bambuz on 2006/07/13 12:49:01
mean the blanks in conchars.pcx in gfx.wad openable with adquedit?
Characters
#5177 posted by Preach on 2006/07/13 14:03:47
Those are the only characters quake has, the font is defined by the conchars image. I've gone and checked, and adding replacing characters is indeed how the zerstorer guys did it. If you open up gfx.wad and look at conchars, they added two o-umlauts as the last two characters of the image. I would guess that these are a good choice for a replacement. You probably don't need to replace both, best to go for the second last one.
But
#5178 posted by bambuz on 2006/07/13 14:32:40
there are lots of empty characters here and there.
Gah
#5179 posted by negke on 2006/07/13 14:51:09
ok, thanks. i didn't get it because conchars isn't displayed in texmex for some reason. worked with another program.
i'm likely not going to fiddle around with it, though.
Some Of The
#5180 posted by aguirRe on 2006/07/13 14:58:15
empty chars are used in combination with other chars by the engine to e.g. simulate a blinking cursor. Stock conchars and std engines have issues with this that e.g. the OUM conchars has "fixed" (i.e. compensated for it).
But then changed engines (e.g. DP) get problems due to overcompensation. Argh ...
Neg!ke
#5181 posted by aguirRe on 2006/07/13 15:01:26
TexMex and conchars editing is a really sorry mess.
Yeah...
#5182 posted by metlslime on 2006/07/13 15:25:10
but the problem with OUM is that they switched which char was blank and which had a cursor.
I ended up giving up on all that and I now put hard-coded cursor images into fitzquake. It sucks that mods can't customize them, but at least they are consistent to the user.
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