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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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CDA 
Yes, it took exactly 1218 hours = 50 days and 18 hours of full vising...

isn't that the one where you took some buildings and took some trisouped terrain and put them together by carving one out of the other, or was that someone else?

I still get the night sweats about that story. 
Lun 
iirc that was Mike Woodham, who used someone else's map as a carving tool.


*shudder* 
Lunaran. 
 
you know what could have been interesting in that map would be to actually just use a custom quake farclip setting and fog without any vis (or just fast vis).

would that work? 
 
you know what could have been interesting in that map would be to actually just use a custom quake farclip setting and fog without any vis (or just fast vis).

would that work? 
Ah 
god damn. :( 
He He He 
is that my Halloween themed lava in those shots JPL? It's been awhile, I've forgotten about that texture. 
 
Close farclip and fog - like Turok. 
Well 
the reason i ask is because i don't know if quake stops paying attention to objects outside of the farclip or only stops drawing them. you might get packet overflow even if the objects aren't being drawn on screen. 
Necros / HT 
necros: I don't know about farclip / fog use in Quake.. maybe some custom engine is using this feature.

HT: No, all textures are from DKT3, it is not your lava texture for sure ;) 
 
in fitzquake:

fog 0.5 0.326 0.326 0.326
gl_farclip 768


for example. the fog blends almost seemlessly with the void colour. in engines like aguires where you can set the void colour, you could then set whatever fog colour you want to match the void colour. 
Void Color? 
is "r_clearcolor #" in fitzquake, where # corresponds to the palette index 
 
oh can you do it in fitz too? cause aguire's engine doesn't have gl_farclip (i think metl added that himself?)

so you could do exactly what i said in fitzquake then. ^_^ 
Farclip 
Note: fitzquake doesn't use the farclip plane to do any visibility culling, so you probably won't get much of a speedup from it. Unless the video card itself discards the polygons more quickly, in which case you might get a speedup on the hardware side. 
 
aww, oh well. :) 
Sky Values 
what is a good (yaw pitch roll) value for skylight? 
Drew 
Depends on skybox's sun position, but generally yaw is an angle in 0-360 degree range, pitch is a negative value in -90 0 range and roll is null

Just test it, as example by default I use 45, -45, 0 is make the sun rising at 45 degrees on xy plan, with a incidence angle of 45 degree... It can be tuned if you want more/less shadows, more/less angles, etc... 
Link? 
What's that site again where there are lots of textures ripped from games like Kingpin, Jedi Knight etc? I forgot the link. 
Ah Bloody Hell 
Huh 
I've already got the Kingpin set, and was pretty sure I got it from Qauddicted . . . 
Even Though The Url Says Kingpin 
there are texture sets from several other games as well. No wads but images (tgas and so on). 
Yes 
but I found out they are rather ugly quality. Apparently all downscaled to 256x256 and somehow the colors look bad too. :( 
Undying.wad 
http://shub-hub.com/files/textures_wads/undying.rar

I don't know if textures are missing from it as the overall count is fairly low (~200). Most of them look good though. Unusual scale, yeah. Many 256*256 or 128*256 ones. 
Link 
-watervis 
Well just wanted to say that my problem in HexenII (post #6177) is fixed.
Just in the rare case that someone will start a hexen2 map, It is necessary to add a -watervis command to qbsp.exe.
Hexen2 tools are really the worst documented tools, there is NO satisfying documentation avilable 
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