RickyT23
#6793 posted by JPL on 2007/12/12 11:25:44
Good info: thanks !
Vine Textures?
#6794 posted by Jehar on 2007/12/14 07:32:24
Had anybody ever used a simple vine texture with a background that can easily be made into a transparency? I'm generally unlucky in finding good texture repositories. Drooping vines, or anything close, would be really neet-o.
Jehar
#6795 posted by JPL on 2007/12/14 08:12:54
Check http://www.quaddicted.com/wads/ there are tons of texture set there ;)
Make your choice
Mirrored Textures
#6796 posted by Mikko on 2007/12/14 20:51:09
For some strange reasons all textures that I apply to surfraces are mirror images (x-axis reversed). Why and how to revert them? (Worldcraft 3.3)
In The Texture Editor Box Thingy
#6797 posted by DaZ on 2007/12/15 00:03:50
where it says texture size x and y, change it to -1 instead of 1, or whatever you have in there, this will reverse the texture on the axis you chose.
Terrain Woes
#6798 posted by KamiKaze on 2007/12/15 05:29:53
This is my first real attempt at terrain in Quake. But it appears that what I do in the editor is not reflected in the game.
For example, here is what I've done as seen from the editor:
http://www.esnips.com/doc/6f4642d4-1fe9-43d7-aa48-6f9b83e9ce60/editor
And here it is in the game:
http://www.esnips.com/doc/8f91108f-6713-4aa8-b2de-eb27253a6d07/quake11
You can see the edges/verts aren't connecting in the same way as they are in the editor.
I'm guessing it's a problem with the compiling tools? This screenshot wasn't VIS'ed, but on a brief previous attempt at terrain, the same thing happened while the map was fully VIS'ed.
Kamikaze
#6799 posted by Blitz on 2007/12/15 10:00:26
You're most likely making concave geometry in the editor and it's being moved to the nearest vertex to make it non-concave upon compile. It used to happen to me when I'd try to skew cylinders to make rocks.
Your best bet is to tri-soup that badboy like this:
http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=16
Yeah - That
#6800 posted by ijed on 2007/12/15 16:37:49
Chop it up into Five (wedges) or four sided shapes (pyramids) and you'll be good. For overhanging stuff I'd recommend pyramids, but it's more work to keep everything together. Wedges work best for floors; it's easier to keep them neat and without leaks or holes.
Also, you've moved over from Q2 mapping? Good to see you here.
So Basically..
#6801 posted by KamiKaze on 2007/12/15 19:01:03
These errors have shown up because I was using rectangle brushes?
I think I tried using triangular brushes previously, but found it more difficult. Guess I will need to practice that. I know the method, just a case of trying to get it to look good!
ijed: No, I was into Quake mapping 10 years ago, but never really finished anything. I've made a few maps for Doom2 in the last couple of years but ended up getting frustrated with the limitations, so came back to Quake.
Yes
#6802 posted by bambuz on 2007/12/16 14:48:16
go for wedges, ie a 5 sided brush, bottom and top are triangles. Bottom, top, 3 sides.
A triangular slab so to speak.
Then just always look at the brush from the top, select a the slab's corner vertex/endpoint, both the top and bottom vertex at the same time, and move that unit together. One corner of the slab. You can move it sideways or up and down too.
As long as all the three corner vertical edges of the slab are vertical, it stays as a legal brush where it's convex and all the sides are planes.
I made a pic ages ago but it's lost in some of those pic upload services, maybe searchable in this thread.
Can't Find
#6803 posted by Healton on 2007/12/17 13:50:57
where i can send private message to users?
Luckily
#6804 posted by Spirit on 2007/12/17 13:54:02
You can't. This is a public message board no "communication service". Use e-mail.
Should've Posted In The Site Help Thread...
#6805 posted by RickyT33 on 2007/12/17 15:16:08
...right?
Healton
#6806 posted by Blitz on 2007/12/18 02:24:59
You know you could check the user in question's profile and see if they have their e-mail posted or simply just say who it is you want to contact and someone could probably help you out if it's a current user.
Quark Users
#6807 posted by Spirit on 2007/12/30 18:57:00
Hold n while dragging a vertex, sex! I never knew.
#6808 posted by JneeraZ on 2007/12/30 21:08:41
What does it do?
Single Vertex Dragging
#6809 posted by Spirit on 2007/12/30 22:20:30
That's Really Easy To Do In WC.
#6810 posted by inertia on 2007/12/31 00:28:55
Just push "vertex tool" a few times.
#6811 posted by JneeraZ on 2007/12/31 02:14:06
Ahh OK, thanks! I see that it triangulates the faces when you do that. Is that automatic?
GtkRadiant Does That Too
Assuming you have the 'vertex editing splits face' option on, anyway. It'll triangulate a face if you edit verts in such a way that the face is no longer planar. (It will also automatically un-triangulate (quadrangulate?) it when you move it back to a position that does create a planar face again, I believe).
It's a a nice feature! :)
#6813 posted by rudl on 2008/01/01 18:09:57
It is also possible to press n and rmb on it and force the vertex to the grid. Otherwise Quark sometimes moves other vertexes. And even then when you look at the .map file with a text-editor it's a mess too many dezimals. Vertexes that should be on grid because forced are not. That's (apart from the bugs) a reason why I switched to bsp. I couldn't finish a map with QuarK because I struggled with Hom effects as the map got bigger.
untriangulate does not really work in Quark. it results in invalid Polys or moves other vertexes.
Oh
#6814 posted by Spirit on 2008/01/01 21:50:41
Oh indeed. And I thought I set the right settings this time (no floating point, Quake map format). Gah!
Erm - Gawd... Transparent Textures I.e. Wire Fences
#6815 posted by RickyT33 on 2008/01/09 17:45:20
Trying to explain but words are failing me...
(in a hurry)
You know in halflife you get those wire fences, and grills/grates etc, also stuff like vines and sometimes hanging cables which are made from brushes using textures which are fully opaque, except for one 'colour' which is fully transparent (i believe in the HL Quake Wad its a sort of blue colour)?
Can this be done in Quake?
Im thinking JPL is doing glass, Trinca did some in Wicked Base etc, but what I mean wouldnt be like that (func_wall with ".alpha" key).
I seem to remember one person say "why has no-one done this for quake yet, cause a lot of modern engines support it"
Does anyone know what I mean, or even better how to do it, i.e. what colour in the palette is "invisible"?
(I always thought it was funny in Halflife cause say the fence brush was 4 units thick, if you stood on one side then the other you could see the fence move four units cause the nearside of the brush would be the only visible side)
DOUBLE HARD QUESTION - I CHALLENGE THEE TO HELP!!
#6816 posted by Kell on 2008/01/09 17:53:32
You mean like this?
http://kell.leveldesign.org/screenshots/ss-grill.jpg
It's done as a sprite, instead of a texture, but it's pretty damn close.
It's in the next Quoth pak.
Yeah - Like That!!
#6817 posted by RickyT33 on 2008/01/09 18:06:52
But isnt there a way of doing it with brush-models?
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