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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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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 
Does Anybody 
Know how to make the textures and 3D views a little brighter in WC 3.3?

BTW I changed to WC 3.3 yesterday and it is great, I was reluctant to change but its just as easy to use (if not easier) and the texture alignment bugs I was experiencing with 1.6 are all fixed! 
Blood Splats 
I used to have a 'mod' a long time ago, when I was about 15 years old and all it was was a progs file. All it did was produce zombie gibs (the ones they hurl I think) which would follow the trajectory of bullets fired into enemies and stick to walls behind, then slowly slide down to the ground, producing good old quake blood particles the whole time. I think it was really cool, but I cant find it anywhere and I wouldnt know where to start in programming it. Does anyone know where I could find such a file, or have the time to 'knock one together'? 
Uhm... 
When did The Forge go down? 
It Has Not 
It just does that sometimes. A pain in the butt when you need to consult the site but can't. 
Blash 
I downloaded The Reckoning - the Q2 mission pack - textures (from Quaddicted) but they can't seem to work (wrong format or something) with WC 3.3.

It'd be even easier if I were able to rip the exact set of textures Lunaran used in Lunsp1. 
I Think 
WC 3.3 has to convert WADs to HLWads in order to use them. If you are using the Quakeadapter package, theres some sort of program with it that automatically converts them for you, located in the program files\worldcraft folder.

Maybe this helps?

Alternatively get a program that rips mips from bsps and converts them into WADs, although WC 3.3 may still have to convert to HLwad to use them. Are you using the Quakeadapter package with 3.3? 
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