Gtkr
#6261 posted by necros on 2007/08/17 23:52:21
mouse wheel = zoom
right click = pan
spacebar = clone selected brush(s)
click and dragging is context sensitive (outside a brush stretches, inside a brush moves)
ctrl+click+drag = skew
v = toggle vertex selection on and off
e = edge selection toggle
etc etc. it all comes down to rememebering shortcuts. doom's map building didn't need them because they were much simpler maps. you'll see-- once you start to get used to shortcuts, it'll be second nature to you.
i've since remapped most of 3ds max to gtkr defaults because it's just that ingrained. �_�
I Wondered
#6262 posted by madfox on 2007/08/18 01:25:10
is there really a prog called bsp2mdl?
I'm searching this because I need to relight a model I've made. I don't know if there are other solutions. For now I'm working on a new quake1 model what seems to be somewhat too bright.
I'm checking all my archive disks, so far I didn't found anything, also qpub doesn't seem to give an answer. Now I'm at the point thinking I had the prog on a crashed disk. Or does it only excist in my imagination?
... Or Better
#6263 posted by madfox on 2007/08/18 02:02:25
what is a good method to make a new model change its brightness?
Is this just a skino.bmp adjustment in Wally?
Or is there a prog that could fix this?
Madfox:
#6264 posted by metlslime on 2007/08/18 02:08:24
can't you just open the mdl in qME?
Brightness of a model is based on the skin, and of course the engine will brighten/darken a model based on where it is located in a level.
Metlsime
#6265 posted by madfox on 2007/08/18 05:49:13
I created the model in am2000 and altered it in QMLE. I experienced in Fitzquake it is just too bright, in Aguires engine it is just too hazy. Point is it isn't a usual model.
It's a reversion of a textured cube, but as it being a model it appends different lightment then the usual textures.
So I can change the skino.bmp but then it will look different in all excisting engines. I'll send you the file, it's easier to understand.
Therefore my question of the bsp2model prog.
I thought it could be used to relight the model's brightness.
Madfox:
#6266 posted by metlslime on 2007/08/18 09:01:56
well... you can edit the texture simply by using qME -- qME can export pcx files, you can edit the pcx file, then import the pcx file.
Also, be careful not to have any accidental fullbright pixels in your texture, that will make it look bad in fitzquake/dosquake/winquake becuase they support the fullbright colors of the quake palette.
Also, fitzquake, dosquake, and winquake will look brighter than in glquake and aquirre's engine, becuase fitzquake/dosquake/winquake have overbright lighting which glquake and many glquake ports lack.
I don't know what causes the haziness, could you describe it? Or post screenshots to compare hazy vs. non-hazy?
Madfox:
#6267 posted by metlslime on 2007/08/18 09:22:08
Oh... I just got your email and looked at it myself.
Your texture is fine, the problem is the lighting in your level. Since fitzquake can go up to 200% brightness, you see the actual differences between the walls and the monster. Maybe the model is 170% bright, but the ground lightmaps are only 160% bright. In glquake these would both be flattened down to 100% and therefore match perfectly.
So the solution is, you need to carefully adjust the lighting. You want the lighting on the wall to match the model. The model gets its light from the floor under its feet. So, make sure the floor under the feet matches the walls. If the model is too dark, add light on the floor under its feet. If the walls are too dark, add lights to brighten the walls but not the floor.
Metlslime
#6268 posted by madfox on 2007/08/19 21:56:59
thanks for your answer.
I had a hard job making the model fit excactly.
The alignment with the walls didn't fit in pixels,everytime it made a pixel more or less, so I had to change it to 0.25
I'm not really sure if it is excact on ground as models stand +1 on ground. Maybe it is only a case of lightning.
But I still wonder, where is the prog bsp2mdl?
Madfox:
#6269 posted by metlslime on 2007/08/20 01:55:32
Just so it's clear, bsp2mdl won't help you with this problem. (assuming it exists at all)
Alright
#6270 posted by madfox on 2007/08/20 03:25:58
I thought I heard of it in case of giving excisting bsp_models new lightning.
Thanks anyway!
D3DRM.DLL
#6271 posted by Mikko on 2007/08/20 19:24:32
I started working on a Quake map a couple of years ago but stopped after a few weeks. Now I tried to continue working on it but every time I try to load the map it crashes. The problem is with a file named "D3DRM.DLL" in the Worldcraft directory. I'm able to load the map if I remove this file but then it won't show the 3D Textured view. So - what to do?
Water Brush
#6272 posted by Pectabyte on 2007/08/20 21:02:08
I read a tutorial that said if you put a ! in front of your textures name that when applied to a brush it would make that brush act as water however it doesn't. Currently my texture is names !water.mip Any ideas as to what I map be doing wrong?
Pectabyte:
#6273 posted by metlslime on 2007/08/20 21:05:46
which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life.
Please Help
#6274 posted by rudl on 2007/08/21 21:24:42
Problem:
I compiled a map and when I look in a certain area it's like there is a leak in the map.
When I go into this certain area I can't see the area where I looked in this area.
Very interesing is:
QuArK exports the .qkm as .map and compiles the .map (if I understand it correctly) ->got the strange problem
I opened the exported .map compiled it again (I don't reaklly know why I did that) and it worked. and also had a shorter vis-time
I got in both cases no error messages
Rudl
#6275 posted by aguirRe on 2007/08/21 21:50:09
Your problem description is a bit vague, but I'd guess you're talking about a HOM (Hall Of Mirror) effect inside the map. Check out my ToolTips document (section Portal Problems) for more info on this.
By re-opening the exported map and rebuilding, you can very easily get this effect, due to re-ordering of brushes and float value inconsistencies.
My compilers try to reduce this problem by sorting the brush faces deterministically.
Cylinders...
#6276 posted by Mikko on 2007/08/24 00:10:23
How to flip a vertical cylinder brush horizontally? The "flip objects" thing doesn't work.
Water Brush2
#6277 posted by Pectabyte on 2007/08/24 00:25:33
"which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life."
Wally texturing program said a ! is needed before the name for water. Is it in deed a * instead? What is the symbol needed for transparency for glass?
Pectabyte:
#6278 posted by metlslime on 2007/08/24 01:40:07
Assuming you're asking about quake, there is no transparency feature on textures in quake.
There are some custom engines that support transparency per entity, using the "alpha" field -- but this doesn't do any per-pixel masking, it just sets the transparency over the whole entity. You could use this for glass, if you made the glass into a func_wall entity. But this is not a standard feature of quake nor supported by most engines.
Not sure why wally suggested !, but since wally supports multiple games, maybe this is intended for a different game?
Pectabyte:
#6279 posted by metlslime on 2007/08/24 01:45:11
Also check out this general faq on quake textures:
http://www.celephais.net/stuff/texturefaq.htm
Mikko...
#6280 posted by distrans on 2007/08/24 04:40:52
...what game? What editor? Try rotate 90 degrees rather than flip.
WC
#6281 posted by Mikko on 2007/08/24 17:12:38
I'm using Worldcraft and Quake is the game. There is no rotate function.
Alpha-stuff
#6282 posted by rudl on 2007/08/24 17:39:58
Works with Quoth or Nehahra+
AguirRe's glquake or Qrack or Joequake or DP
Alpha
#6283 posted by ijed on 2007/08/24 20:40:12
Can be set in any mod and to any entity, but only the engines you point out do anything with it.
Yep, it can be set on monsters as well, maybe for a Doom1 effect; like the semi-invisible Pinky demons.
Mikko: click on the brush / group you want to rotate a second time after selecting it, you'll see the selection handles change to circles; grab one and you can rotate it, holding ctrl to rotate by fixed 12.5 (?) degrees. Shear is also done in the same way - the selection handles move to the centres instead of the corners.
Keys
#6284 posted by Mikko on 2007/08/25 18:51:16
Thanks! Why didn't I notice this before (the map being almost done and everything)?
Anywayz, I have a problem with keys and doors that require keys. The map I'm working on is hi-tech themed. This means I would rather NOT have rune keys but I don't see any way to change the keys into hi-tech versions. Also, when I run to a door that requires a key I don't have I hear this "clank" you're supposed to hear in medieval maps but not in hi-tech maps. How to change this? The entity properties window didn't have anything that could have been of use.
Mikko...
#6285 posted by generic on 2007/08/25 20:18:01
in Worldcraft, Map > Map properties... > Ambience sets the key style.
Check the Flag that corresponds with the required key for your door in order to hear the "clank" sound.
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