News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Sprite 
I managed with Fimg to make a sort of drags-sprite like hexen2, only it moves to fast.
It is half transparant, but for making it with brushes I heard of a glass thing in the base pak developpement. See BasePack #252.

http://members.home.nl/gimli/drags.gif 
Sprites... 
you have to use sprites.

Unfortunately sprites can't be lit by the level's lighting calculations or by dynamic lights, and in any GL engine other than fitzquake you get pink edges around the sprites, plus in glquake the sprites are upside-down, plus glquake doesn't support oriented sprites, only camera-facing ones.

I actually have sprite grates in rubicon 2, but removed them from my levels after realizing all these problems. 
Kell 
Oh Oh Oh ! Nice !
However, it seems to be applied only on a single face, and there is no thickness... Well, the visual effect is damned good !! Cool ! 
 
why not just use the alphamasked textures (fuck old engines compatribility, 90% play with the engines that support alpha) 
Speeds... 
...Could you ellaborate?
What is an alphamasked texture?

:D

Kell: - Honestly, "what JPL sed!" :D :D 
 
I've always enjoy the solidity of the Quake engine. Single polygon alpha textures have a paper thin quality that doesn't really appeal to me. I know I don't speak for everyone (obviously) but give me old school heft any day. :) 
Bah 
Cannot connect to database - post lost. 
That Sounds Like A Real Shame Ijed 
I wander what you were gonna say?

(ironic you managed to post "bah" post) 
Yeah, And I Rewrote It And The Same Thing Happened, Only Just Got It B 
I agree that Quake looks better with chunky geometry rather than flat alpha textures, but for foliage there's nothing better. Also thinking if animated flames would be possible to replace the old rotating models, but that'd probably involve some sort of prefab creation.

Kell / Preach have eliminated the annoying HL1 effect of seeing both sides of the brush mentioned earlier, which is a good move.

Alpha mask is a black and white texture applied over the top of a diffuse texture - white is visible and black not, with shades of grey being semitransparent.

Quake uses colorkey, which basically defines a single specific colour as invisible (since it's just a string of numbers). The problem is that you get hacky edges from the image compression and there's no transparency gradient.

>> lucky I copied it this time. 
Ijed 
I guess the color choice has been done with a little bit of clue: like a nice pink flashy gay color :P 
Yep, 
its usually either retro gay pink, or modern gay purple. 
Not Really Mapping But... 
I want to convert Quake bsps to a format that Maya can read along with all textures and the lightmap. I wonder if anyone has already made a converter to do this. Anyone know? If not, then I wouldn't mind having a go myself sometime, does anyone have a copy of the bsp specs for Q1? 
 
Reading the BSP files directly takes balls of steel. :) Are you sure you wouldn't want to maybe convert MAP files instead? It would seem a lot easier. 
Than 
Right.Hemisphere.Deep.Paint.3D.v2.3.0.9
it can convert .map to .obj or .ma. without lightmap of course. 
An Idea Might Be To Team Up With An Engine Programmer 
And force the guy to write a thing that will dump the data you need. 
Bsp Vs. Map 
I think you'd want to read the bsp since it's been processed to create a continuous mesh with no t-junctions, no inter-penetrating polygons, no hidden polygons, etc. A map file is just a bunch of boxes all touching each other, with lots of wasted faces pointing outwards to the void. Who would want a mesh that looks like that?

Regarding reading a bsp file and getting a UVs and stuff; the code in the engine that does this should provide a good starting point. I believe it's gl_model.c that you want (can't recall for sure.) 
Also, 
One down-side to bsp as a mesh is that surfaces are overly subdivided compared to what you'd want as a mesh file. This is becuase of the needs of the software quake renderer. Probably you could try to merge as many faces as possible during your import process, with the only problem being that otherwise mergeable faces might not be adjacent in lightmap UV space. 
Thanks 
yeah, I wanted to use bsp because it contains the textures and lightmap and also because, as you point out, it's a continuous mesh.

I probably won't end up doing anything though, because I have a lot of other stuff I want to do and I'm lazy :) 
Zerstorer Info 
Just discovered this - might be useful for someone (if there's ever going to be another Zer map):
There seems to be a bug in the bloodcube code preventing its time (30sec) from running out if there is more than one item_bloodcube in a map. This can be used as a feature. 
No Jpgs, Tgas In GtkRadiant 1.5? 
Trying to map for DarkPlaces with 1.5, and for some reason it won't load the jpgs and tgas I'm wanting to use as textures. I've checked the game file and everything, and even LordHavoc was stumped. 
I Love Biff 
Do you think it's related to gtkr 1.5? I made my map with it and i could load high-res textures fine. 
/Me HUGs Gibbie 
As far as I know. I could try a reinstall and see if that helps. 
 
I don't think that's gonna work. Try loading the bsp in QuArK and see if you've given the high-res textures the proper names? 
Biffbiff 
Do you mean they won't load in DP, or in GTKR 1.5?

biff, what map converter are you using (if at all?) Do the texture names in the map file have folder paths? (they shouldn't for q1) What format are the tga's? Radiant doesnt't like 8bit paletted tga's i've noticed, certain compression settings could mess things up too. I guess if you've consulted with havoc already you would know the proper override directory for the textures. 
Grahfahf 
They won't load in GTKR. Everything in DP works fine, I can even compile the maps and they run (mind you, without the rlit file for lighting). Some of the textures are in folders within the id1/textures folder, but the majority aren't -- and none of them show up in GTKR. All I get are the "shader file missing" icons for the jpgs or tgas, and the normalmaps. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.