Yeah...
#6423 posted by metlslime on 2007/09/24 06:07:16
custom 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 15:14:42
I 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 16:56:09
the 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 17:18:01
I 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 20:08:36
Sorry I meant hipnotic not rogue
Rudl
#6429 posted by ijed on 2007/09/24 21:20:10
Just open the .bsp with Texmex and it'll extract all the textures.
Spirit
#6430 posted by aguirRe on 2007/09/25 01:23:30
If 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 08:58:32
Thanks, 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 09:51:34
There 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 10:11:33
New 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 10:51:13
That 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 12:11:30
I'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 13:34:13
Fog and minlight have nothing to do with each other. Unless I don't understand the question...
#6440 posted by Spirit on 2007/09/25 15:11:12
neg|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 20:37:18
Thanks 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 01:47:24
thanks 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 15:07:07
Does 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!
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