It's Not
#7377 posted by ijed on 2008/04/14 23:31:56
1024 in pixel size, but the Qauntity of textures inside a single WAD. And there's alot of Wads that contain more than 1024 textures.
Well I Can Live Without 3.3's Texture Alignment
#7378 posted by Orl on 2008/04/14 23:43:32
But I CAN'T live with abnormally dark textures, not being able to see whats what.
You Were Never One For Meticulous Texture Alignment Though...
Maybe not in the past. But in my latest maps, once they're released, you will see I have taken the extra time to make sure everything is aligned.
#7379 posted by quakis on 2008/04/15 00:03:57
@Ricky - No, the issue still persues. But I'm using a mix of the two. 3.3 to construct, 1.6a to texture. It's a slower process due to 1.6a's awkward camera but better than nothing.
Hmmmm
#7380 posted by RickyT33 on 2008/04/15 00:32:44
Did you try unchecking the "filter textures" tab in the 3D part of the options menu?
Apart from that Im foxed. (?)
Orl - Have you tried getting fixing up the brightness/contrast settings of your video card? Try it with the monitor brightness/contrast BOTH on 100%, then you'll have a colour correction module somewhere.....
I dunno, I respect that everybody has their own way, I'm only trying to help.
Ricky
#7381 posted by Orl on 2008/04/15 01:39:10
I can adjust my monitor and video card brightness, both are at 50%. At 100%, I can see the textures fine, but everything else is way to bright. I shouldn't have to change the brightness every time I want to do some mapping.
I know WC 3.3 has the option to adjust the brightness for the 2D view gridlines, but none for the 3D view? Wheres the thought in that.
I'm only trying to help.
I know, and I am glad you are, believe me :)
But I'm content with 1.6 and its super slow 3D view and no auto alignment. It suits me well.
What About Colour Correction/display Optimisation Module?
#7382 posted by RickyT33 on 2008/04/15 05:04:34
Humour me:
1 - Turn monitor contrast/brightness to 100%
2 - Go into your graphics card's software, and find the colour correction module. There's bound to be one if you have hardware from the last 5-6 years. On my system theres a wizard which gives you a red/green/blue line, and you have to match up the colour's tones. Also you have to do an exercise where you have a group of lines going through shades of black to white. The two darkest strips have to both appear black.
I would imagine you have a similar option somewhere on your computer.
Click on windows desktop with the RMB, then click on properties, then go to the settings tab, then click on "advanced". There's probably something there. On my computer it's the NVidia Controll Panel, on ATI computers its the Catalyst Controll Center.
I found after doing this my games also looked better. And it's easier to see the picture on my monitor in sunlight too.
If you either can't be bothered to try this, or already have, or dont have the option then I'm sorry. I give up! All I can say is it worked for me!
I Must Admit
#7383 posted by RickyT33 on 2008/04/15 05:07:34
I too had the same problem as your'e describing, and experienced the "washed out" look. In XP all of the beige/grey type areas of the windows seemed very white, and dazzling. But when I figured out how to set the monitor up properly I found it to be better than ever before!
How
#7384 posted by madfox on 2008/04/15 09:56:46
do I delete the weaponvieuw for screenshots?
Madfox:
#7385 posted by metlslime on 2008/04/15 10:04:57
r_drawviewmodel 0
#7386 posted by quakis on 2008/04/15 21:09:01
I did a quick google search and found this thread;
http://www.chatbear.com/unity2/12/913,1188737745,4371/1068645/0#7
States exactly the same problem with the same card. Someone mentions a temp-fix that seems to work, by disabling the card, then re-enabling. Though is this practical? Since I don't really want anything to... mess up.
Thanks
#7387 posted by madfox on 2008/04/15 21:17:04
metlslime.
Solution Works
#7388 posted by quakis on 2008/04/15 21:53:29
Just tested the solution in the link I mentioned above and it works. The only issue is a drop in speed, but nothing unbearable. Hopefully this can be helpful to anyone else that comes across the same problem.
But
#7389 posted by madfox on 2008/04/15 22:20:44
r_drawvieuwmodel 0
unknown command.
Becuase You Spelled It Wrong?
#7390 posted by czg on 2008/04/15 22:30:52
#7391 posted by JneeraZ on 2008/04/15 23:09:32
try "r_drawvi" and hit TAB. :P
Because
#7392 posted by madfox on 2008/04/15 23:34:11
I am so stpid!
Drawvieuwmodel
#7393 posted by Sielwolf on 2008/04/18 22:48:39
mwahaha that sounds so dutch, nice one MadFox
45 Degree .... Texture Alignment... Can't Quite Remember...
#7394 posted by Mike Woodham on 2008/05/04 13:03:52
On some brushes with a 45 degree face, textures ligning up in the editor are 90 degrees out in the game, and vice versa.
I remember two fixes: one was when compiling (-oldaxis ?) and one was in the editor (BspEditor). Anyone know the editor fix?
#7395 posted by JneeraZ on 2008/05/04 13:15:21
Not sure ... that's interesting though because I thought it was only ToeTag that did that. Good to know my editor isn't alone in screwing up sometimes. :P
BspEditor
#7396 posted by lurker on 2008/05/04 18:19:23
File - Preferences - Preferences:
Alt. 45 Deg. Face Texturing checkbox.
Close your map and re-open it to refresh all affected textures (there may be a faster way to do this, but I haven't found it). If you only need to refresh one surface, select it, open the Surface Properties box (hotkey: S), and click one of the Apply buttons.
Lurker
#7397 posted by Mike Woodham on 2008/05/04 22:34:52
Thanks for your help.
I'm using 96b (because support for BspBuild was dropped in 96c) so the sequence is:-
File - Preferences - Game/Directories
then in the Settings Window, from the drop down select Texture
then change the texture_alignment from False to True
then click on Write Bsp.cfg
Everything's fine right now...
Mashing The Meshing Button
#7398 posted by Preach on 2008/05/11 03:10:11
I'm using fitzquake080(ok, fitzhack080) and testing some code, when I notice a great deal of slowdown. At first I thought I'd created some monstrosity in the progs code, but profile showed nothing out of the ordinary. I eventually remembered what the pentegram at the top right means - disk activity is slowing it down. When I turn on developer mode I discover that some models are getting meshed almost every time I look at them.
I tried deleting glquake folder in the mod directory, but this only worked temporarily. Is it possible that heapsize was too low for the map I was running(tris.bsp)? Would that or something else cause things to be meshed very often when lots of models were onscreen, but for it to die down again when some models got removed?
Half-Life Wad Editor?
#7399 posted by Baker on 2008/05/11 10:30:17
What's the most popular or prevalent Half-Life wad editor?
Baker
#7400 posted by JPL on 2008/05/11 10:38:04
Try either XwE (http://www.doomworld.com/xwe/) or Wally (http://www.telefragged.com/wally/index.shtml)
Holy Shit....
#7401 posted by JPL on 2008/05/11 10:38:53
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