It Worked!
#7941 posted by Drew on 2008/11/02 03:30:22
Thanks Preach!
ATI?
#7942 posted by RickyT33 on 2008/11/02 05:44:04
Yep
#7943 posted by Drew on 2008/11/02 06:02:25
.pak Files
#7944 posted by st3ady on 2008/11/03 07:39:32
I am trying to extract the files from .pak files but am getting a "sharing violation" error with pak explorer. Know of any programs that work in Vista? thx
St3ady
#7945 posted by erc on 2008/11/03 10:48:11
That error pops up when the relevant game is running in the background, or you try to open the same .pak again.
#7946 posted by st3ady on 2008/11/03 17:43:16
heh i guess i didn't think that HLSW (a server listing program) would cause quake to be running in the background. Thanks erc! :)
Screenshots
#7947 posted by st3ady on 2008/11/03 17:55:24
whats a good way to take screenshots in fitz or darkplaces? I want to remove the hud and crosshair and be able to get a good angle, is there a way to go into observer mode in first person? or should i fly and notarget? is there a good .cfg for this? thx
Copied From My Own:
#7948 posted by erc on 2008/11/03 18:10:24
Paste these three lines to your autoexec:
alias clean1 "echo Screenshot Mode -ON-; bf; r_drawviewmodel 0; crosshair 0; viewsize 120; fov 120; bind F1 clean2"
alias clean2 "echo Screenshot Mode -OFF-; bf; r_drawviewmodel 1; crosshair 1; viewsize 110; fov 90; bind F1 clean1"
bind "F1" "clean1"
..and change the key (f1) to your liking. The included commands are pretty obvious.
Dunno about an observer mode. I use notarget.
#7949 posted by st3ady on 2008/11/05 08:54:34
thx erc :)
Raaaaaaaaaaaaaaaaaaaaaaaaaah
#7950 posted by Spirit on 2008/11/09 14:43:58
Damn Quake's 15 characters texture name limit.
Esc
#7951 posted by st3ady on 2008/11/12 08:09:52
anyone experience a weird occurrence where the escape button no longer functions in radiant, i rebooted in order to fix it
i have some other programs running at the same time: -Tread -Firefox -Photoshop -3dsmax
:/
#7952 posted by st3ady on 2008/11/12 08:32:15
#7953 posted by Trinca on 2008/11/12 14:06:27
guys what are normal engine limits?
i�m afraid i execed mines :| i want the map to run in all engines...
Title: "tchak"
39521 faces
6648 brushes
1523 entities
------ FinishBSPFile ------
WriteBSPFile: maps/tchak.bsp
6482 planes 129640
29779 vertexes 357348
10407 nodes 249768
23801 texinfo 952040
23556 faces 471120
21575 clipnodes 172600
5040 leafs 141120
29584 marksurfaces 59168
110713 surfedges 442852
55427 edges 221708
89 textures 853920
lightdata 0
visdata 0
entdata 128282
i�m close from normal limits in with paramenters? negke said me
marksurfaces were 32.000 somethiing... any other?
Well...
#7954 posted by RickyT33 on 2008/11/12 14:25:41
clipnodes: 32767
marksurfaces: 32767
You look like you're ok to me, Trinca.
Im not sure what the limit is for "faces".
The best way of checking your map is to load it in AguirRe's GLQuake, if you break any of the limits it will tell you on loading the map on the console.
Also try loading it in FitzQuake and vanilla winQuake. And if it loads in JoeQuake/TomazQuake....
If it loads then you're OK! :-)
#7955 posted by RickyT33 on 2008/11/12 14:27:33
23556 faces 471120
Actually I think this is fine - within limits.
Slave and Thehand are both closer to the limits than this map! ;P
Trinca - You can make it still bigger, or put some more secrets in!!! Yes please!
#7956 posted by Trinca on 2008/11/12 14:43:35
thks RickyT23 u rock
Secrets and Quads will not be few... and i still have a lot of stuff to had... so it will closer!!!
#7957 posted by negke on 2008/11/12 15:09:08
QBSP-bjp prints warning messages if any of the bsp limits have been exceeded.
Read This...
#7958 posted by JPL on 2008/11/12 15:50:25
http://user.tninet.se/~xir870k/readmegl.txt
Standard limits are listed at the end of this document..
Thanks aguirRe ;)
Qconverge WC 3.3 Texture Issues.
#7959 posted by Drew on 2008/11/12 19:18:07
The Qconverge utility has a couple of limitations. It can't convert WADs with > 1024 textures or textures larger than 512 x 512.
That is a quote.
I am having issues because many of my favourite texture packs ( kingpin, halflife, etc.) are not being converted to .hlwad format.
I'm no good in tex mex, so I don't know how I would go about converting those files using that program (or any other).
What should I do?
Drew
#7960 posted by JPL on 2008/11/12 19:57:15
1/ Export all files as bmp..
2/ Convert all bmp to Quake palette
3/ Ensure bmp file format is 16x16 multiple, and if not: resize
4/ Create a new .wad file
5/ Import all bmp
6/ Save you .wad file
Done :P
#7961 posted by Spirit on 2008/11/12 22:02:32
3.5/ Make sure there are no unwanted fullbright pixels
Basestarter
#7962 posted by madfox on 2008/11/12 22:43:48
me grewly out of crunching the last bites out of my scrutinized wrenched up map made me decide to finally screw it up better by straigthing it out from scratch made me looz the last fiftheen months spilling time that could have been spent much better if I only kept brushes on grid and it had never left me with this totally peace of big heap...
it is not your only worst fear, trinca.
Good
#7963 posted by madfox on 2008/11/13 04:24:57
I remapped it, fullvis 37m, and 1 warning.
And most of all, I don't need a large fitbox!
MadFox
#7964 posted by JPL on 2008/11/13 08:27:33
AAAAAaaaaaaaaahhhhhh... you finally discovered the clean way of mapping ;)
TexMex
#7965 posted by negke on 2008/11/13 08:31:42
can open WAD3 format but only save WAD2.
Besides, lol at telling someone to extract and convert some 3000 textures.
No idea how to get it running with WC33, there should a tool somewhere. In the meantime, maybe just make a smaller selection and convert that (working with so many textures at once is counterproductive anyway).
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