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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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No. 
 
I Mixed It Up 
Sorry I meant hipnotic not rogue 
Rudl 
Just open the .bsp with Texmex and it'll extract all the textures. 
Spirit 
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 
Thanks, but I already have the clock texture, but I need a second one that looks similar.
QuArK can also extract textures 
 
That Shot Looks Interesting 
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 
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 
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... 
...hugs and beer to you Tyrann! 
So... 
...what is the relationship between fog and minlight? 
American McGee's Alice Wad 
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 
Fog and minlight have nothing to do with each other. Unless I don't understand the question... 
 
neg|ke: done

aguirRe: Thanks, didn't help in this case though. The map is done now. :) 
NegIke 
Thanks cool textures, but I need something more Quake like.
I already try to modify the texture of the missionpack a bit. 
Woo! 
thanks tyrann! works a peach. 
Is There Any 
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 
so there's no way to change the gravity for a player (without him using sv_gravity)? that sucks 
Tyrann... 
...that answers the question, thankyou! Oh, and thanks for the bug fix, now Ruined Nation looks even more D3 than before. 
Packet Overflow? 
(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? 
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! 
RickyT23 
Msd 
i think if you name your bsp file e1m8.bsp, you may be able to trick the engine into using the 100 gravity from that map.

basically, when the map loads up, if the filename is called "e1m8.bsp" it sets it to 100, otherwise, it sets to 800. 
 
Renaming the bsp is the worst way to do it (besides, it won't even work just like that because the file in the pak has a higher priority than stuff in the maps directory and would therefore be loaded instead). Either make your map require a mod which has a trigger_gravity (e.g. SOA) or trigger_command (e.g. Quoth), or simply add a centerprint in the beginning telling the player to change sv_gravity manually. 
Huh? 
files in paks have to be lower priority, otherwise, how would progs.dat files in mod dirs do anything? 
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