Necros
#51 posted by Lunaran on 2004/08/20 08:40:09
That's kind of the hack I was thinking of. You can make a GUI that's just one layer with an alpha of 0 so it's essentially not there, but still responds to mouseovers and such.
I haven't even tried most of the funky moving stuff, I'm still revamping the PDA. :)
#52 posted by - on 2004/08/20 09:42:05
Lun, just make a new dm map. We don't need another dune mod fiasco.
Deathmatch Or Glory, Lunaran
#53 posted by HeadThump on 2004/08/20 12:11:05
Deathmatch or glory.
or else,
its just another story.
#54 posted by - on 2004/08/20 12:35:52
Don't talk like that Headthump, he may start thinking about Pissboat or Quake4 and become suicidal.
Good Point
#55 posted by HeadThump on 2004/08/20 12:46:30
I wouldn't want that on my hands; normally, I just drive people to drinking.
Tips From Kiltron
Q3toD3
#57 posted by PuLSaR on 2004/08/28 16:26:29
Awesome
#58 posted by pushplay on 2004/08/29 14:40:40
I love innapropriate ports.
That Looks
Automated map porter...Kinda cool still.
Is It Just Me
#60 posted by nb on 2004/08/30 00:22:54
Or is the D3R vertex edit mode fundamentally broken? Splitting faces it shouldn't, crashing after snap-to-grid, horribly deforming perfectly valid brushes...
I Think The Vertex-edit Is Kinda Wonky Too...
And I don't know how to snap vertices to the grid if they're not on it already...Is there a quick and easy way to do this?
Also, I don't know how I managed it, but I had D3 applying two different diffuse textures to one face. Does anyone know how I could've possibly done that, and how to fix it or not do it again in the future?
BTW, they really should fix the patch editing...I can't see patches I've created in the camera view unless I restart the editor.
Vertex Edit
#62 posted by Friction on 2004/08/30 01:35:35
Don't use vertex edit for anything but patches. For brushes, 3D clipper is your friend. Seriously :I
Wyldesnake
Try CTRL+G and see if that will snap the verts to the grid. You may have to select the vert first, not sure (that's if it works at all, it works in GtkR, that's all I know).
Thx Frib
That's what I was lookin for...I'm usin verts for patches, and when you create patches, sometimes the control points in the middle don't fall on gridpoints. Ctrl-G snaps points to grid, it appears to do all verts on the selected object.
Now if only I could figure out how I applied 2 materials to the same patch :-\
Hint:
#65 posted by czg on 2004/08/30 10:55:29
You can't
Wyldesnake
#66 posted by HeadThump on 2004/08/30 11:12:30
alphamaps -- like you would do with Quake Arena terrain (see the manual on qeradiant, I don't believe I have seen it used for non terrain but Paul Jaquays says there is no reason it can't be used that way).
Also, I don't know if the method carries over to Doom3; those martian landscapes were certainly done in a high end modeler like Maya.
Alpha Maps Are Cool
But that's not the problem I have...let me find a place to stick the screenshots, and I'll show you: I have 2 textures visible on the same surface. I want to know how I did that, and how to get rid of it...Or at least not do it again in the future.
Sorry, I Can't Help Much
#68 posted by HeadThump on 2004/08/30 21:55:44
I'm still a lowly Quake SP mapper though I am using Q3 bsp format on my latest stuff. I'm experimenting with alpha maps (for the first time!) in hopes of making my rocks prettier.
Glass Slow In Windowed Mode?
Am I the only one with extremely slow glass when editing/playing in windowed mode, or am I doing something wrong?
No
#70 posted by nb on 2004/09/06 00:46:19
It's really fucking slow for me. Explosions and heat distortion too. r_skipPostProcess 0 required. I'm running an ATI Radeon 9600Pro with the latest Catalysts.
Oops
#71 posted by nb on 2004/09/06 00:48:55
r_skipPostProcess 1, of course.
I Am In Hell
#72 posted by Blitz on 2004/09/22 05:38:33
After familiarizing myself quite well with GTKRadiant in preparation for Doom3 editing, I'm quite disappointed to see that D3Radiant is nothing like it.
More than half of the textures don't load, texture alignment is a bitch, so on and so forth. Bleh. You'll find me trudging through the D3World forums for the next month while I try and crank out blitztest.map.
(PS this is a not so subtle cry for help. Please. I need tuts.)
"Alphamaps" In D3
#73 posted by BlackDog on 2004/09/22 06:40:25
Sort of. The blending is done by using vertex painted models.
Put vertexcolour in a material stage, and that stage's RGB data will be multiplied by the vertex colour. Black vertex = black texture, white vertex = normal texture. Add another stage using inversevertexcolour instead, and you can blend between the two stages by changing the vertex colour from black to white (or shades of grey). This is nice because it's very flexible, but you do need a modelling app.
Take a look at rock.mtr to see how it works in practice.
Bl1tz:
#74 posted by czg on 2004/09/22 06:51:43
To fix broken textures, get this:
http://www.pcgamemods.com/7464/
Bleh, I was going to write lots of stuff here and then I figured most of is was stupid, so fuck you hitler.
Blitz
#75 posted by Zwiffle on 2004/09/22 09:49:03
Just use GtK 1.5. It's a lot better.
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