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#5369 posted by Vallentino on 2006/09/29 09:55:12
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#5370 posted by Vallentino on 2006/09/29 09:57:03
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#5371 posted by Vallentino on 2006/09/29 09:57:51
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AguirRe
#5372 posted by negke on 2006/09/29 11:57:37
thanks, i could get rid of it. there were no brush misalignments involved though.
Silly Question
#5373 posted by madfox on 2006/09/30 12:10:32
how do you write in white?
my cheap htm knowings won't help.
Check The Faq
#5374 posted by negke on 2006/09/30 12:32:44
< q > blah < /q >
MadFox
#5375 posted by aguirRe on 2006/09/30 12:35:24
Check out the FAQ link at the top of the page, there are descriptions how to add available forum text attributes. Use post Preview to make sure you've applied correctly.
Ahh, That Is What You Meant, Foxy
#5376 posted by HeadThump on 2006/09/30 13:05:28
I thought is what just some delicious word play on your part. I use < i > bleh < / i >
Fine
#5377 posted by madfox on 2006/09/30 23:16:26
that's wahat I meant headthump, i still use a directionary to get ahead my tongue thumbed.
Mapping Advise
#5378 posted by Inf on 2006/10/04 14:17:05
I'm interested in doing a Quake 1 map. Any advise on which editor to use?
Thanks
#5379 posted by Trinca on 2006/10/04 16:12:00
there are a lot editor i think will depend of with one u will like more :\ i use Quark but most of people here hate it, and use worldcraft... i personaly hate it :) some prefer GTKradiant... neg|ke use qoole oh wel i think u should make a round in all to see with one is the easy to start!
Trinca:
#5380 posted by Inf on 2006/10/04 16:28:56
I'm used to GtkRadiant 1.4.0 and D3Edit and Q4Edit. I take it I should go with GtkRadiant 1.5.0 for Quake then?
Not sure about which editor has the best support regarding sourceports and stuff.
Uhm...
#5381 posted by negke on 2006/10/04 17:06:14
neg|ke uses quest by the way... (which, as per speeds, plays in the same league as deathmatchmaker ;D)
getting familiar with gtkradiant can't be wrong, i guess, since it works similar to most other editors and also supports a variety of newer games.
Inf
#5382 posted by R.P.G. on 2006/10/04 19:31:15
QTKRadiant 1.5 will have a different feel than the other versions, but it's the choice that I would recommend.
How To Set It Up For Quake?
#5383 posted by Inf on 2006/10/05 02:36:41
Do any of you know how to set GtkRadiant 1.5.0 up for Quake. I can't seem to be able to use the assets that came with the game. Things like textures and stuff. Some Googling did not give me an answer either so I'm hoping some of you guys could.
Thanks.
Inf
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then gam in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.
Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory.
Inf
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then game in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.
Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory.
Inf
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then game in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.
Mind you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory.
Inf
#5387 posted by Bazzu on 2006/10/05 02:57:30
LOL, WTF.
For the love of Carmack, somebody fix this.
To Aguire
#5389 posted by gone on 2006/10/05 08:55:31
could you please include BSP feature that would move func_groups back to world on compile?
Newmonster
#5390 posted by madfox on 2006/10/05 12:09:32
I've been working on a new monster. Made a new vorebabe.mdl and started scripting.
I used the spellmaster.qc but after a while I wondered why I couldn't make my own vorebabe.qc, as I needed it for a spawn function in the shallrath.qc
Now I am so far I can make it a walkmonster_start, but the attack functions won't work. I've been working for days now but it just won't fit.
I don't know what I done wrong, outcome is a progs.dat that don't attacks.
http://members.home.nl/gimli/newmonst.htm
http://members.home.nl/gimli/vorebabe.dz
Func_groups
#5391 posted by aguirRe on 2006/10/05 12:40:25
OK, I've added a new option -group to TxQBSP 1.13 beta available here: http://user.tninet.se/~xir870k/txqbsp113beta.7z . It enables func_group parsing, i.e. moving the brushes back to world.
Please try it out and let me know if it works as I'm not using Radiant.
Wads...
#5392 posted by metlslime on 2006/10/05 13:38:39
wad support in the latest nightly build is broken. so hopefully they fix it again.
I've got all my textures exported into id1/textures/ as jpegs
#5393 posted by Kell on 2006/10/05 14:52:08
I've got all my textures exported into id1/textures/ as jpegs
How do you load them though? Are you using the latest ( october 1st ) build?
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