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
Preach:
#7402 posted by metlslime on 2008/05/11 11:33:11
I believe higher heapsize would fix that because it sounds like models being re-caches continuously.
Cool
#7403 posted by Preach on 2008/05/11 13:09:59
Thanks - this seems to work. Just so long as it's not the change in code!
Transparant Skin?
#7404 posted by madfox on 2008/05/11 18:05:17
Is it possible to add the grey colour that is used in sprites to a model?
This for adding transparancy to it, like the gaps in the skeleton of bones.
#7405 posted by madfox on 2008/05/13 03:47:39
then I must have seen bublegum watching shrak.
wasn't there that crying babyball, who just slit open?
Looking at the texture it is done with that same colour.
But if I use it on a base tex for an entityit it stays brown.
Lit Doors
#7406 posted by Spirit on 2008/05/15 12:21:29
What is the trick again to have the inner faces of a door (the ones that touch when the door is closed) lit?
Well I Would Put A Light Inside The Door Opposite
#7407 posted by RickyT33 on 2008/05/15 12:24:28
because lights can be inside solid entities.
:D
Does Ythat Make Sense To You?
#7408 posted by RickyT33 on 2008/05/15 12:26:18
#### ####
###> <###
#### #### <---- A door
#### ####
#x#> <#x#
#### #### <---- The two x's are lights inside the doors
Think About It
#7409 posted by megaman on 2008/05/15 12:35:50
electrifying something on a moving thing is much harder and more prone to error.
Ok, Lol
#7410 posted by megaman on 2008/05/15 12:36:58
note to self: read context.
Oh Nice, Thanks Ricky
#7411 posted by Spirit on 2008/05/15 12:43:34
And now I am gonna electrify megaman's moving butt.
Yeah - I Dont Mean "attatch The Light To The Door"
#7412 posted by RickyT33 on 2008/05/15 12:46:24
I dont think thats even possible, is it?
I just mean put the light inside the door in the .map file so that it casts light onto the "inner faces" of the door opposite. :-)
AFAIK you can put light entities inside any solid entity, because the inside of a solid entity is not in the void, and because solid entities dont cast shadows.
#7413 posted by JneeraZ on 2008/05/15 13:13:26
I didn't even think of that, nice tip Ricky. Makes perfect sense now that you mention it...
Again
#7414 posted by Spirit on 2008/05/17 15:05:13
I am having trouble with a func_wall to kill. A monster has "killtarget" "killwall", the func_wall has "targetname" "killwall". Nothing happens when the monster dies, what is wrong?
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