Found It!
#5303 posted by madfox on 2006/09/11 20:04:55
Scaling up textures indeed made it go again.
Thanks, thought I had to stop mapping.
#5304 posted by Trinca on 2006/09/12 00:28:18
:) i got many pronlems becouse of textures rotacion... give me leaks :\ then i have to make then other way!!!
MadFox
#5305 posted by aguirRe on 2006/09/12 02:42:48
The problem isn't the tex scale; you have huge textured planes outside the map that eat lightmaps to no end. Change your geometry so they can be filled (removed) by qbsp.
Trinca
#5306 posted by JPL on 2006/09/12 03:43:01
Texture, and particularly brush rotation have to be handled carefully in QuArk. Each time you make a brush rotation, you have to check the coordinates of each corners and verify they are still on-grid: it can be done right clicking, and use the 'force to grid' command.
JPL
#5307 posted by Spirit on 2006/09/12 04:12:02
Woah, I didn't know that command. Maybe I can do some serious mapping with QuArK now! :)
#5308 posted by Trinca on 2006/09/12 05:20:56
thks JPL ;)
#5309 posted by Trinca on 2006/09/12 05:30:49
Spirit_ go make a base map :p
I Forgot To Say.....
#5310 posted by JPL on 2006/09/12 05:57:40
That it is also possible to fix coordinates values manually by right-clicking on a brush corner, then uses 'coordinates'.. A window will open showing the current coordinates, and it can be modified manually...
It is also possibe to apply both methods (i.e post#5306 and above method) on the brush itself: it will apply to the "center" of the brush, but I cannot garanty it will help on the corners coordiantes as the geometry is preserved there..
According to my "small experience" as QuArK user, it is safer to apply this to each corner.. ;)
Oh, and don't forget to adjust texture position after that :P
Thanks
#5311 posted by madfox on 2006/09/12 13:53:55
I have scaled all poly textures outside the map 4 4.
Now there isn't any problem to play it in Fitzquake.
Madfox
#5312 posted by bambuz on 2006/09/12 14:18:00
seriously, do you have the map in a box? Do the walls right and you don't need that box.
I Did The Walls Right
#5313 posted by madfox on 2006/09/13 16:19:08
but I box wrong.
May Be Of Interest
#5314 posted by HeadThump on 2006/09/13 20:45:42
Quake3bits has about three hours of video material linked from youtube to Quake3bits. Lessons concentrate on creating terrain in the Blender 3d modeling ap for use in Id based games.
http://www.quake3bits.com/htm/tutorials
Mangle Key
#5315 posted by Mike Woodham on 2006/09/15 15:53:25
It's late, I'm tired; someone explain the 'mangle' key for me one more time.
0 -90 0 points straight down I know.
If I am looking at the XY view i.e. Top Down, what is the mangle for a light to shine towards 6 o'clock dead-level?
I seem to remember a 'right-hand' rule to explain it?
Yaw Pitch Roll
#5316 posted by metlslime on 2006/09/15 18:41:15
or yaw pitch roll... i think.
For Lights?
#5317 posted by R.P.G. on 2006/09/15 21:07:47
It's yaw pitch zero. The third number is just a place holder in TyrLite.
RPG
#5318 posted by bal on 2006/09/16 02:06:38
The third number is still really roll as metl said, but obviously rolling a light has no effect whatsoever on it.
Bal
#5319 posted by R.P.G. on 2006/09/16 09:44:23
I have no if you're technically right and if Tyrann included computations for rolling the light, but let me copy and paste from the TyrLite readme because I want to wave my dick and show everyone that I'm always right.
"mangle" "# # 0". The first # is the yaw angle, 0 to 360 degrees around the Z-axis. The second # is the pitch angle, 90 to -90 degrees up to down. The 0 is just a required placeholder.
BTW I wonder if it's possible to roll a light if you're on an acid trip?
R.P.G.
#5320 posted by Mike Woodham on 2006/09/16 10:06:41
Thanks, that's what I was after.
And I now know that zero degrees yaw is at 3 o'clock, and zero degrees pitch is level.
Barrel Model
#5321 posted by maxpower on 2006/09/18 18:21:11
I have this barrel in .blend from a friend, i want someone to convert this to .mdl, thanks.
Exporters Are Built Into Blender
#5322 posted by HeadThump on 2006/09/18 18:49:28
take the blend file, save it to either a 3ds, lwo or dxf format, from there import that file into Qme.
Both blender and Qme can be found linked here:
http://www.quaketerminus.com/tools.htm
Oh, And
#5323 posted by HeadThump on 2006/09/18 18:52:58
if you need custom game code, a progs.dat file that handles model inclusion so you can test the barrel in game this is as small an example as you are likely to find.
http://www.gamers.org/pub/idgames2/quakec/level_enhancements/ambient.zip
Make That Last Link
#5324 posted by HeadThump on 2006/09/18 19:05:02
#5325 posted by maxpower on 2006/09/18 19:23:11
Well i didnt make it my friend did, and thats all he said he'll do.
Hmm, Blender Interface
#5326 posted by HeadThump on 2006/09/18 19:50:25
can be tricky for someone not familar with it, so you can send me the file and I'll convert it.
My address is in here: http://www.celephais.net/board/people.php
Better Conversion
#5327 posted by Preach on 2006/09/19 05:47:31
You'd be better off using one of the blender md2/md3 exporter plugins, and then use quark to convert md2(or md3) to mdl. That way you preserve the UV mapping. Alternatively exporting to 3ds and then importing that into gmax gives another suitable conversion path.
Some day I'll get around to writing a mdl exporter for blender...
|