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 Aaaah....
#36 posted by distrans on 2003/02/03 18:07:45
Sky surfaces don't have lightmaps That's a very handy piece of info to know. Thanx metl and czg (get out of that corner man!) I'm using a starfield so the "real" floor under the skytexz will do the trick.
Oh...and the way I'm building should stop the annoying horizontal skytexz warping.
<beer> all round
 What If You Put
#37 posted by necros on 2003/02/03 19:45:20
a brush inside the skybrush? would the lightmap of the brush work, or would the skybrush's lightmap still be used instead...
 Texturing Question Redux
#38 posted by pushplay on 2003/02/03 22:24:09
I'm aware that with a little shader manipulation I could make a plaid sea of death, but I was wondering if anybody else has already come across/made any interesting alternatives.
 Batch Files? Batch Files? We Don't Have No Stinkin' Batch Files!
#39 posted by :=) on 2003/02/04 00:18:38
Thank you Vondur, Hrimfaxi, and Necros for the replies. I tried your advice Vondur but I end up with error messages still.
Can someone explain what a batch file is and how to implement it? Or can you at least direct me to where I can read about this?
Again My Thanks
 Well...
#40 posted by necros on 2003/02/04 10:28:03
an batch file is just a text file which contains bunches of commands, one after another in order.
say, you wanted to open the windows/temp folder, backup everything, then delete everything in thee.
you would write in the batch file:
c:
cd\windows\temp
copy *.* c:\backup
deltree
making a batch file for compiling is very similar.
if you wanted one to compile a map, you would put in your qbsp, vis and light commands in there.
a handy thing you can do, is use %1 %2 %3...%9 to pass on commands from the prompt.
%1 is simply the next string of text after the batch program's name.
example: if the program is called n.bat
you type:
n var1
if you put %1 anywhere in your batch file, it will be replaced with var1
ex:
qbsp %1.map
vis %1.bsp
light %1.bsp
copy %1.bsp c:\quake
all the '%1' would read as 'var1' instead, giving you:
qbsp var1.map
vis var1.bsp
light var1.bsp
copy var1.bsp c:\quake
if you still are unsure, check out my guide again (http://www.planetquake.com/necros/gtkrq1.html). the blue text at the bottom is an example of my batch file. the lines starting with 'rem' are remarks. (and don't do anything. sort of line comments in qc (//) or qbasic (') or whatever)
finaly, to make a batch file, you must either: go into dos prompt (or command prompt if your using XP) and type 'edit'. write all your stuff and save, or use notepad (or similar text program) and replace the '.txt' or '.doc' with '.bat'.
not sure if this will make it totally clear or not. i'm considering adding this type of explanation to my guide, btw...
 The Guide, Btw Is Supposed To Be:
#41 posted by necros on 2003/02/04 10:30:01
http://www.planetquake.com/necros/gtkrq1.html
metlslime, you really gotta get rid of that line saving thing... it's killing the urls...
 I Agree
#42 posted by Wazat on 2003/02/04 10:50:01
It's hard to see where a link is supposed to go. :( 'twas a good idea tho.
 Um...
#43 posted by R.P.G. on 2003/02/04 12:12:08
necros, Wazat: hover your mouse over the link and read the address on the bottom of the browser window?
 I Know, But It's Unattractive Still.
#44 posted by Wazat on 2003/02/04 12:12:46
:)
 Yeah, But If The Link Is Busted, Ie:
#45 posted by necros on 2003/02/04 17:32:20
(http://www.longdomainname.com/longthing/long/long/long.html)
or if someone types
dfs
it's annoying to have to retype it just so people can see it. at least before, if you busted a link, people would still be able to tell what the url was.
 I Agree With Necros!
its awkward for no good reason :P
and things that are awkward for no good reason suck. in fact, there is no good reason for a thing to ever be awkward.
 Necros
#47 posted by R.P.G. on 2003/02/04 20:10:56
Agreed. See my "Celebrity Look Alikes" thread.
 It Builds Character!
#48 posted by metlslime on 2003/02/04 21:11:12
 Yeah...
#49 posted by R.P.G. on 2003/02/05 16:04:24
...But so does freaky prison-rape sex.
Wait, forget I said that. I'm afraid of what you're response will be.
<RPG> metlslime, if I told you to go to http://www.chickswithdicks.com would you go?
<metlslime> rpg: no, unless they have new pics.
 Should Be "your" Not "you're"
#50 posted by R.P.G. on 2003/02/05 16:05:11
 Lol
#51 posted by daftpunk on 2003/02/07 13:54:50
(lol)X3
 Qmodel
#52 posted by MadFox on 2003/02/08 18:29:58
I can't get them out of my map-wantings...
Awh..?
Those rats in "Malice"!
How is it been done, since me is told, that for each model you change, another has to quit.
Can't find anything about them, wrote myself a "rat.qc" but it doesn't seem to work.
Did that guys from Malice put some exta heapsize-memory in their progs.dat or something.
Their "MercBabe" I could change for the soldier, so now she's running as an Amazone in Quake1.
But that rats, got plenty of corridors for them, but I can't find the "cheesy" script they run on!
 Triggering Lights
#53 posted by Dilvish on 2003/02/09 10:17:26
I'm trying to finish a small SP Q1 map and I'd like to know how, at the entrance of a room, I could trigger the lighting of a long stair one step at a time. I've thought of the tripwire thing, with a trigger_once starting up other trigger_once(s) linked to lights, but you can't affect a targetname to a trigger_once. So what would you suggest?
 Um...
#54 posted by R.P.G. on 2003/02/09 13:36:38
Lots and lots of trigger_relays?
 All Right, Don't Bother
#55 posted by Dilvish on 2003/02/09 13:38:15
I've found the trigger_relay which does just what I want.
But here's another question: no animated image (water, slime, buttons, whatever) will work in the map I'm making, whether they are hand made by myself or they come from the original Quake texture pak. Has it happened to anyone before and how do you get that right?
 Oops, Sorry, RPG
#56 posted by Dilvish on 2003/02/09 13:40:14
You've posted your answer while I was writing mine. Right, trigger_relays do the trick. Thanks.
 Heheh
#57 posted by R.P.G. on 2003/02/09 15:06:40
I dunno why your water/slime isn't warping, though. As long as it's named *water or *lava it should be fine.
As far as the animated buttons go, all the texture frames have to be compiled into the .bsp. Some QBSP compilers don't automatically do this, so you have to "hide" the other animation frames on unseen surfaces like the back side of the button, or just a brush out in the void.
 Thanks, RPG
#58 posted by Dilvish on 2003/02/10 02:06:02
Some QBSP compilers don't automatically do this, so you have to "hide" the other animation frames on unseen surfaces like the back side of the button, or just a brush out in the void
I did just that and it worked. But it had never happened to me before and I haven't changed my QBSP compiler (as far as i know - it's been such a long time...); anyway, out of 3, it's the only one that doesn't crash when compiling, so I have to use it.
Anybody could point me to good compilers? I work with WC 1.6 (I'm too old to change now).
 Oh, And Another Thing
#59 posted by Dilvish on 2003/02/10 07:56:52
How do you rid your textures of fullbrights? Some that I made appear luminous in the dark when using FitzQuake (and maybe other engines too); I've looked up in Wally, TexMex, Adquedit, but to no avail.
Help, pleezzz!
 Dilvish:
#60 posted by metlslime on 2003/02/10 11:01:05
Two methods:
1) there's an option in texmex to disallow fullbrights. It's in the "workspace" tab of the "preferences" dialog. Note that this setting will only affect newly imported images (like those pasted from the clipboard.) You cannot simply open up a wad and then uncheck this box and expect the whole wad to be fixed.
2) set up a special quake palette where the fullbright colors (last 32 indices) are some garish color (i use bright green, since there isn't anything close in the normal palette.) Then, in your paint prog, before you copy the image and paste it in texmex, you convert your image to that special palette.
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