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		 Yeah... #6423 posted by metlslime  on 2007/09/24 06:07:16custom gravity won't work without custom code...
 unless preach knows one of his many secret map hacks :)
 
		 Searching Textures #6424 posted by rudl  on 2007/09/24 15:14:42I need a texture that looks similar to the clock texture in the rogue missionpack. Does anybody know ewere to find or if such a texture exists? 
 thanks
 
		 Don't Recall #6425 posted by HeadThump  on 2007/09/24 16:56:09the Rouge pack havung a clock texture, but there is one in the Scourge of Armagon pack. It may be worth checking out.  
		 Dark Artifacts #6426 posted by Spirit  on 2007/09/24 17:18:01I compiled with light options -soft -extra4
http://img442.imageshack.us/img442/5240/ezquake006zp4.jpg  If there is an easy way to get rid of those using compiler options I would love to do it. I won't change anything on the map because it is supposed to be finished. ;)  
		 No. #6427 posted by czg  on 2007/09/24 17:44:22  
		 I Mixed It Up #6428 posted by rudl  on 2007/09/24 20:08:36Sorry I meant hipnotic not rogue  
		 Rudl #6429 posted by ijed  on 2007/09/24 21:20:10Just open the .bsp with Texmex and it'll extract all the textures.  
		 Spirit #6430 posted by aguirRe  on 2007/09/25 01:23:30If you're using some sort of ETP map format (e.g. QuArK etp or Valve 220), try the -etp option and see if that helps.  
		 Ijed #6431 posted by rudl  on 2007/09/25 08:58:32Thanks, but I already have the clock texture, but I need a second one that looks similar.
QuArK can also extract textures
 
		
		#6432 posted by rudl  on 2007/09/25 09:13:50 
		 That Shot Looks Interesting #6433 posted by negke  on 2007/09/25 09:51:34There are two clock textures in the kingpin wad, although they might not be exactly what you are looking for.  
		 Fix For The .lit Issue #6434 posted by Tyrann  on 2007/09/25 10:11:33New version of my utils with a fix for the (again, silly and obvious) bug when running light with "-lit" is now up.
http://disenchant.net/files/utils/tyrutils-0.4-win32.zip 
		 Rudl #6435 posted by Spirit  on 2007/09/25 10:51:13That looks nice indeed. I bet there are some wicked clock textures in American McGee'S Alice. There is a wad somewhere if I recall right.  
		 I'm Mapping Tonight So... #6436 posted by distrans  on 2007/09/25 10:51:21...hugs and beer to you Tyrann!  
		 So... #6437 posted by distrans  on 2007/09/25 10:56:30...what is the relationship between fog and minlight?  
		 American McGee's Alice Wad #6438 posted by negke  on 2007/09/25 12:11:30I've never seen an alice.wad so I quickly compiled one. Many textures look horrible in the Quake palette but there are also many nice ones.
http://shub-hub.com/files/textures_wads/alice_tex.rar  Spirit: please mirror it at quaddicted.com/wads  
		 Fog / Minlight #6439 posted by Tyrann  on 2007/09/25 13:34:13Fog and minlight have nothing to do with each other. Unless I don't understand the question...  
		
		#6440 posted by Spirit  on 2007/09/25 15:11:12neg|ke: done
 aguirRe: Thanks, didn't help in this case though. The map is done now. :)
 
		 NegIke #6441 posted by rudl  on 2007/09/25 20:37:18Thanks cool textures, but I need something more Quake like. 
I already try to modify the texture of the missionpack a bit.
 
		 Woo! #6442 posted by Lunaran  on 2007/09/26 01:47:24thanks tyrann!  works a peach.  
		 Is There Any #6443 posted by golden_boy on 2007/09/26 05:43:58 limit to how many monsters I can have visible on screen at the same time? I need something that looks like an army.
 What would happen if it's too many? What breaks first?
 
		 Re: Gravity #6444 posted by msd on 2007/09/26 06:56:22 so there's no way to change the gravity for a player (without him using sv_gravity)? that sucks  
		 Tyrann... #6445 posted by distrans  on 2007/09/26 07:29:30...that answers the question, thankyou! Oh, and thanks for the bug fix, now Ruined Nation looks even more D3 than before.  
		 Packet Overflow? #6446 posted by msd on 2007/09/26 12:33:33 (I don't mean to interrupt anyone's conversation here, but I was trying to determine what are the "packet overflow" limits for Quake 1 in this test map: 
http://www.megafileupload.com/en/file/12323/msd23-bsp.html  I'm using WinQuake and prefer to design for DOS / WinQuake rather than the more powerful ports. (I'm guessing packet overflow is related to that). I guess the main thing is just to avoid rockets/grenades if you're trying to put a lot of enemies onscreen. I'm still interested in the limits of the Quake 1 engine if anyone has made a chart or document of some kind. Thanks!  
		 IKBase Wad? #6447 posted by RickyT33  on 2007/09/26 15:07:07Does anybody know where I can download the legenday IKBase wad, cause I wanna check it out, but all of the links I find on google or whatever dont seem to work.  If only I'd been up to this sort of shinnannegans 3 or f4 years ago!  |