Oh
#582 posted by wrath on 2003/10/20 16:34:52
also, I'm the head of human resources here, I say who's fired and who's not. Comprende?
O Rly?
#583 posted by Scampie on 2003/10/20 17:50:48
Scampie
#584 posted by wrath on 2003/10/20 18:03:33
you got a problem son? take it up with mr. pink slip.
two words for you, government cheese!
Radiant Was Sluggish For Me
#585 posted by cyBeAr on 2003/10/20 18:30:41
before I spent my last cash to upgrade from a tnt to a geforce!
maybe it's just allergic to people pressing the wrong keys that have been inprinted in their brain from playing around with an ogier too much.
Cyb
#586 posted by wrath on 2003/10/20 18:35:25
could be. or to people fucking tail pipes.
#587 posted by Vodka on 2003/10/21 00:38:25
To make a good map ed, just let it export 3d max scenes. All in-house tool should have is convinient entity editor and visual scripting
Wrath
#588 posted by Maj on 2003/10/21 06:19:41
I vaguely remember Radiant having a little OpenGL info in the about box. Check it's not using MS or SGI (i.e. software) OpenGL.
Aside: Since when did Radiant need a 34-fucking-meg installer!
Maj
#589 posted by wrath on 2003/10/21 07:44:17
nope, that's not it.
re: Aside.
maybe its got spyware?
Bleh
#590 posted by Maj on 2003/10/21 12:00:25
Can't even get it running here. Bombs out with various gl errors. SPoG hates me :[
I S4wk
#591 posted by Maj on 2003/10/21 12:12:49
For some bizarre reason my desktop was set to 16bpp. 32bpp fixes it.
It turns out that if you take the error message - radiant.x86:28928): GtkGLExt-CRITICAL **: file gtkglwidget.c: line 225 (gtk_widget_set_gl_capability): assertion `GDK_IS_GL_CONFIG (glconfig)' failed - and translate it into greek, then latvian, then spanish, it becomes GtkGLExt el molto bello you're in 16bpp you spack GDK_EL_LA_GL_CONFIG
Compilers & A Texture Question
#592 posted by FaTbOy! on 2003/10/21 13:41:25
Just curious if anyone has released newer versions of the standard argh serise of compilers for q1+2 or something completely different?
Also I am trying to convert a modified texture for q1 (its a .bmp) into the .mip format. Any help here would be appreciated. (I have mipdip, but it doesnt seem to support the conversion)
FaTbOy!
#593 posted by nonentity on 2003/10/21 15:19:47
FaTbOy!
#594 posted by Miniwood on 2003/10/21 15:39:57
Wally?
#595 posted by FaTbOy! on 2003/10/21 16:33:06
I didnt think wally worked for q1 textures.
Yeah It Does
#596 posted by starbuck on 2003/10/21 16:48:53
it does a pretty good job, but i'd recommend TexMex over it for what you want to do
Groovy!
#597 posted by FaTbOy! on 2003/10/21 20:08:00
I am downlaoding it now thanks for the advice!
Compilers...
#598 posted by necros on 2003/10/21 21:34:57
Thanks Necros...btw
#599 posted by FaTbOy! on 2003/10/21 21:45:48
I was reading some stuff on this board and came across a post you had made about replacing a single texture without recompiling the map. Did texmex work for this? If not there is a utility you can get off "the forge" called updbsp. Its DOS based but does the job.
Ohh one more thing, those utils look like they were made for QuArK will they work with WC also?
Thanks Necros...btw
#600 posted by FaTbOy! on 2003/10/21 21:56:04
I was reading some stuff on this board and came across a post you had made about replacing a single texture without recompiling the map. Did texmex work for this? If not there is a utility you can get off "the forge" called updbsp. Its DOS based but does the job.
Ohh one more thing, those utils look like they were made for QuArK will they work with WC also?
Spawning Health Or Ammo In Q1 Maps
#601 posted by Scragbait on 2003/10/21 23:00:55
I wish to restock players as they fight by dropping in supplies as needed. Do I have to build special hidden structures with gates to drop stuff in (using appropriate triggers) or is there a more elegant way?
Scraggy
In normal Q1, no. With QuakeC, there's Ritual's func_spawn entity.
Hey Scraggy...
#603 posted by distrans on 2003/10/22 01:33:26
If that's for hhouse... bad luck, but if it's for the larger project, I'd be up for including that bit of code in the bundle... what do you think?
Func_spawn Entity
#604 posted by Scragbait on 2003/10/22 18:00:49
If this code can be put in the halloween bundle, that would be great but time is really tight. I'll do some mechanical things for the time being but I would prefer the elegance of straight spawning in. I would need to know the syntax of func_spawn. I would use counters adding up monster deaths to trigger fresh supplies.
J
#605 posted by necros on 2003/10/22 19:53:26
/*QUAKED func_spawn (0 .5 .8) (-32 -32 -24) (32 32 64) big/ambush megahealth
This will spawn a thing upon being used. The thing that
is spawned depends upon the value of "spawnfunction".
"spawnclassname" should contain the same value as "spawnfunction".
If "spawnfunction" is unspecified a random monster is chosen.
The angles, target and all flags are passed on
Think of it like setting up a normal entity.
"spawnsilent" set this to 1 if you want a silent spawn.
"spawnmulti" set this to 1 if you want this spawn to be reoccuring.
*/
FaTbOy!
#606 posted by aguirRe on 2003/10/23 12:50:08
All the tools at http://user.tninet.se/~xir870k are usable with any Q1 editor, specifically WC1.6. With the ConvMap tool, you can also convert from Q2 format into Q1, which can be useful when editing in a newer, non-Q1 editor (e.g. GtkRadiant).
The mentioning of QuArK is only to hint that the tools can handle float/ETP maps as well as standard Q1 maps.
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