You Cant Do It In Normal Quake
#7543 posted by RickyT33 on 2008/06/08 01:19:37
only the Quoth mod.
You can have glass in normal Quake, but not breakable......
Err....#7541
#7544 posted by RickyT33 on 2008/06/08 01:22:15
Oops! heh - just ignore the stuff thats in there twice......
#7545 posted by JneeraZ on 2008/06/08 01:42:17
Ahh OK. In ToeTag, if I wanted a hot light with a large fall off I would do something like:
"_light" "250 64 150 300"
A little easier to do and better for control since you can input the exact radii that you want to use. Above, that would be a 250 brightness light for 64 units and then a 150 with fall off for the next 300.
One Last Question
#7546 posted by Ghost on 2008/06/08 06:20:35
Ok thanks guys. One last question.... Can I make my own textures?
Ghost
#7547 posted by JPL on 2008/06/08 09:26:22
Yes, it is possible: all textures are generally 8-bit indexed (that uses quake palette: see there http://www.gamers.org/dEngine/quake/wad_conv/palette.html
) and texture dimension must 16x16 multiples (e.g 16x16, 16x32, 32x16, 64x64, etc... etc...)
Enjoy !
#7548 posted by Spirit on 2008/06/08 10:19:59
Handy
#7549 posted by madfox on 2008/06/08 10:20:43
Thakns Guys But
#7550 posted by GHOST on 2008/06/08 15:44:38
Thanks guys but how do I turn an image that I have INTO a texture using wally?
Just Copy Your Picture From Paint Or Whatever
#7551 posted by RickyT33 on 2008/06/08 16:04:25
and paste it into wally. If you create a new .wad file in Wally, you then right-click in the .wad files window, then click on "paste as new"
It converts it to the correct pallette automatically and even creates the incremented mip-maps.
#7552 posted by Ghost on 2008/06/08 16:45:15
Thanks again guys!! I think I got everything covered now thanks to you. I just have one last question... I have both worldcraft 1.6a and worldcraft 3.3 quaked.... I also have a wad to hlwad converter... do you think I should use 3.3 or 1.6a?
Ghost
#7553 posted by Orl on 2008/06/08 17:29:07
That's really up to you, and also you'll get different answers on who you ask. RickyT23 will tell you to use 3.3, whereas I use 1.6a. 3.3 does have things like Enhanced texture positioning and faster rendering. But it also has its share of problems, like for me, its far to dark to see anything and there is no brightness adjuster.
Although using 1.6a involves a bit more work with texture aligning, you need to make the effort. Some of the greatest Q1SP maps were made from 1.6a.
My opinion, try them both out and see which one you feel most comfortable with.
And even if your not satisfied with either, there are other editors and well like Quark, BSP, Radient, ToeTag (Mac only) etc.
Experiment a little and see which version feels best.
If You're Gonna Use 3.3 Then Do A Google On:
#7554 posted by RickyT33 on 2008/06/08 20:14:15
"quakeadapter"
Baker made a program which sets everything up for you!
Teams And Player Spawns
#7555 posted by Ghost on 2008/06/09 07:12:51
Hey. Is there some type of entity spawn for a player to spawn on a specific side of the map meant for his team? So like if you are playing a map with 2 bases and it's a team deathmatch, can I make a player on one team spawn on his base and all the other players spawn on their specific base?
Ghost
As far as I know, this isn't possible in standard Quake. (It'd be possible with a mod, but there's no way to do it nicely without a mod).
It's a shame because it's one of the things that makes Quake team deathmatch fairly, well, shit.
I did see one workaround in a map called Rocket School (r-school.bsp). It wasn't a team deathmatch map, but it had a setup where you'd spawn in an isolated box room which contained teleporters to 3 different areas of the map. I assume there were many different copies of this spawn room, each with its own info_player_deathmatch, because I never got telefragged or shared a spawn room with anyone, even in a full game.
The problem with this is that it's open to exploitation - if a team was leading by just 1 or 2 frags and there wasn't much time remaining in the map, they could all hide in the spawn rooms and not exit, and win in a cheesy fashion.
You could possibly counter this to some extent by having a trigger with a small delay on it (3-5 seconds maybe?) which automatically teleported the player after spawning if they had not already moved out of the spawn room. This might work, I'm not sure.
Noob Question: No Textures In Gtkradiant 1.5.0
#7557 posted by st3ady on 2008/06/10 07:05:14
How do I get textures to show up in gtk radiant 1.5.0? I tried changing the path to H:\Games\Quake and Quake\ID1 but still nothing. Any tips? I tried google searching this with no luck. Thanks!
#7558 posted by st3ady on 2008/06/10 07:22:05
eh...nvm. I found this and it seems way too complicated.
http://industri.sourceforge.net/howto.php
Too lazy. I give up.
Uhm
#7559 posted by Spirit on 2008/06/10 19:47:59
How do I disable transparent water using aguirRe's vis?
QBSP -nowatervis
#7560 posted by negke on 2008/06/10 19:55:28
-nowatervis For Txqbsp
#7561 posted by Orl on 2008/06/10 19:55:55
Ah
#7562 posted by Spirit on 2008/06/10 20:06:40
I tried applying that to the vis commandline. Thanks to you two.
Errr
#7563 posted by JPL on 2008/06/10 21:33:58
Does it have the same effect on glasses and skip feature ?
Invalid Brush Because Of Texture!?
#7564 posted by Ghost on 2008/06/11 22:40:42
I need help guys. I made a button and it worked. I changed the texture on it and all of a sudden it became an invalid brush (the texture was 256x256). When I removed the texture, it was still messed up and I had to delete the button. Why is this?
#7565 posted by ijed on 2008/06/12 02:54:10
Ghost-
You can't mix texture types on a button, or any other brush for that matter - clip, * (liquid) and others are all different types. Animated textures + can be mixed on a brush with others, apart from liquid or clip.
JPL -
Nope. Originally vis was calculated seperately for each water volume to save compile time. Skip areas cannot have vis inside them since they're solid objects still and glass is just another entity, like a func_wall ie. you can delete or leave it there - it has no affect on vis at all.
#7566 posted by Ghost on 2008/06/12 07:27:33
Thanks for the tip, but my real problem was the my texture was named over 3 words, when textures are supposed to be only 1 word... Took me like an hour to remember that and fix it.
Lol I have another problem. I started using txqbsp and an updated version of light and vis. However I'm having this problem: I did not set any light entities but my map is fullbright. I checked my map properties and they are ordinary as I didn't change anything. I heard I need Qrad or something. Do you know where I can get that because I searched everywhere and couldn't find it. Thanks in advance.
#7567 posted by Spirit on 2008/06/12 07:56:20
No light = fullbright. If you want darkness just put a tiny light somewhere. Then the rest will be pitch black. For testing you could add a "light" key to worldspawn with a value like "150". That light is rather dull by itself though so you would need to add highlights and shadows (if you plan to keep this). It's called minlight.
http://user.tninet.se/~xir870k/readmevis.txt is a great read.
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