Har
#859 posted by
ijed on 2015/01/28 13:00:47
I tried the opposite of that, porting the quake textures onto the minecraft png.
But got distracted by other stuff.
#861 posted by
JneeraZ on 2015/01/28 22:34:10
Recreate the retail Quake levels with this theme, that would be cool.
MineQ
#862 posted by Franck on 2015/01/28 22:42:59
First i finish this pack texture but good idear. Why not :).
I have for project to create models ennemies minecraft in quake "creeper, skelletor, enderdragon for boss..."
And why not model axe to minecraft sword. I see that later.
You Are In An Ambivalent Place
#863 posted by
ijed on 2015/01/28 23:51:31
For Minecraft, but I like those. I'm guessing the wood near the lava isn't really wood.
The images also point out the problem I had - Minecraft is material based stone = stone floor. For quake, there are lots of floors made from stone. So choosing which to use was what made me give up / do something else.
Also, metl - I clicked the like link above but it didn't work?
Should I post in Site Help?
MineQuake
#864 posted by
Kinn on 2015/01/29 00:01:47
needs more GL_NEAREST_MIPMAP_LINEAR
come on, get yer pickles together man
Yes
#865 posted by
ijed on 2015/01/29 00:59:28
Or else you'll be in a bit of a pickle.
#866 posted by
necros on 2015/01/29 06:03:20
c'mon guys, don't be sour about it.
MineQuaft
#868 posted by
Kinn on 2015/01/30 15:12:05
I mustard mitt that a map jam along the lines of "set grid to 32, and no non-orthogonal angles allowed" could be quite the lol.
Texture MineQ MAJ
#869 posted by
FranckQ on 2015/01/30 15:21:14
I understand what you're trying to tell me ...
Texture MineQ Help
#873 posted by
FranckQ on 2015/01/31 16:39:41
Recommend ?
#875 posted by
FranckQ on 2015/01/31 19:11:19
U have a recommendations ?
Quakespasm Forever 'till I Die !
#877 posted by
Barnak on 2015/01/31 19:38:48
On OS X, Quakespasm is the way to go !
Texture MineQ Help
#878 posted by
FranckQ on 2015/01/31 19:52:10
same problem on Fitz Darkplaces Quakespasm etc...
I'll shoot myself :D
Hmmm
#879 posted by
Kinn on 2015/01/31 20:28:51
ok, I'm guessing those are external textures and way brighter than quake textures, so they looked all burned out under normal quake lighting?
#880 posted by
metlslime on 2015/01/31 20:50:01
Looks like the same textures in both shots
Fitz/ QS don't even have rtlights so maybe it's a problem with the actual light maps versus the rt approximation not matching.
MineQ
#881 posted by
FranckQ on 2015/01/31 21:39:52
I have to write a texture pack I suppose, or other solution is possible ...
MineQ
#882 posted by
FranckQ on 2015/02/01 15:40:55
i have fixed problem. Thanks for support.
#883 posted by
Lunaran on 2015/02/14 06:23:19
What is the purpose of modelheader->size in the .mdl format? Not the scale vector, but the single float that gets written last. Modelgen seems to populate it with the average triangle surface area - does Quake use this information for something?