Bah
#68 posted by Vodka on 2003/02/11 23:48:35
fullbrights are good, they are only a problem with clueless mappers
Anyway in most new engines they are switchable.
To mass remove fullbrights export all the textures to .pcx, uncheck fullbrights in texmex (view/preferemces/workspace) and import all the pcx into a new wad.
Or mass comvert to fullbrights-less palette with PS/PSP (it can be even faster)
Speedy
#69 posted by Dilvish on 2003/02/12 02:28:20
Or mass comvert to fullbrights-less palette with PS/PSP (it can be even faster)
I've tried that in PSP, but couldn't find how. Fact is, I'm no longer very much used to using PSP and lots of trix have slipped out of my mind. How do you do that in PSP (or PS), please?
Dilvish:
#70 posted by metlslime on 2003/02/12 17:52:04
BTW, why do fullbrights appear luminous in some engines (FitzQuake) and not in others (GlQuake 1.13)? Any idea?
they don't appear luminous in glquake becuase glquake is a proof-of-concept carmack threw together over a weekend as research for q2. They don't appear luminous in other engines becuase some engine coders don't care enough about them to fix them. They appear luminous in Fitzquake becuase i consider their absence a bug.
#71 posted by Vodka on 2003/02/12 23:41:26
There is 'actions' menu in photoshop that lets you record any actions, and file/batch process (if I`m not mistaking) to apply the actions to images or entire folded. Dont know about PSP. May be manual or could help you. Or google.
Vertex Editing
#72 posted by jsHcK on 2003/02/13 23:38:25
Can anyone point me toward some good resources on vertex manipulation. Specifically, how to build convincing natural terrain with the vertex editing tool in Hammer.
Um, Sky Texture Problem...
#73 posted by . on 2003/02/18 22:45:48
Can't I have a complete black sky texture? (Q1) I made one in wally and when I use it, it shows as a scrambled brown...
it's named skyblack.. and of course if I don't have it set as a sky tex, any firing at it will hit it as if its a wall which is not what I want...
I'd rather use black than star sky for this Coagula map, personally...
Oh And Also...
#74 posted by . on 2003/02/18 23:00:23
I have a fully white texture that I don't want as a fullbright - just plain white and I made a square room with this tex, stuck a 500 light entity in the middle.. run the test map and it appears as a fullbright - dont want that! what do i dooooooooooooo
Phait...
#75 posted by distrans on 2003/02/18 23:29:33
Follow the link from UnderWorldFan to the last Coagula contest and d/l the pak. Rip the sky texture out of one of Elek's levels.
Try using one of the pale textures from Killjoy's kjsp1.bsp instead of the white fullbrite
Ah What The Hell...
#76 posted by distrans on 2003/02/19 02:20:44
I'll send you the textures tomorrow.
Phait:
#77 posted by metlslime on 2003/02/19 07:11:55
i'm guessing that your black sky texture is not 256x128. All sky textures must be that size. As for the white, there is only one white in the quake palette, and it is fullbright. Your best choice is palette index 15 (RGB 235, 235, 235) which is a very light grey and not fullbright.
You should also check out my quake texture faq:
http://www.celephais.net/stuff/texturefaq.htm
Thanks
#78 posted by . on 2003/02/19 08:32:12
God I love this place already. GROUP HUG!
(with a rocket launcher)
Question...
#79 posted by necros on 2003/02/19 21:13:29
is there a site that has all the limits for glquake, dos/winquake? (like, maximum faces, etc...)
also, how many brushes can treebsp.exe handle?
Aww Crap...
#80 posted by necros on 2003/02/19 21:44:40
i just got this error whilst compiling my map...
it's the txqbsp that was modified by aguire...
Reached the Limit MAX_MAP_CLIPNODES (32768), cannot continue...
(there was a leak in the map)
my question: will fixing this leak reduce these clipnodes, or am i still screwed even if i find the leak? or... is there a way to increase the limit or will quake pack up and leave?
Necros:
#81 posted by metlslime on 2003/02/20 02:31:10
i believe that a sealed map will have fewer clipnodes. I'm not totally sure about that, and i'm too tired to actually root through the qbsp source to verify. But sealing your maps is always a good thing, so you might as well do it :)
Seal It
#82 posted by Tyrann on 2003/02/20 03:49:09
A sealed map will have _far_ less clipnodes. Clipnodes are basically just places that you can walk. If you can walk outside the map, then there's a huge number of clipnodes out there.
You Could Try
#83 posted by aguirRe on 2003/02/20 05:26:20
adding the option "-fill" to Tree/TxQBSP. This will force fill hulls 1/2 (the clipping hulls) even if they leak, thus significantly reducing the total # clipnodes generated.
When loading the map in GLQuake, the player and probably most other entities are stuck so you have to use noclip to move around and find the leak after loading the pointfile. See the readme for details.
AFAIK, the MAX_MAP_CLIPNODES limit cannot be increased (the bsp format doesn't allow this).
Compiler Limits
#84 posted by aguirRe on 2003/02/20 05:42:59
can be found in the header (*.h) files of the source code.
Max # of brushes is 65536 in TxQBSP and practically limitless in TreeQBSP. I've never seen a map that exceeds these brush limits.
Also, since the compiler transforms the brushes into planes (among other things), the engine will never see any brushes at all.
What Should I Do With This? O_____o
#85 posted by . on 2003/02/20 20:29:10
Quake 1 Palette
#86 posted by . on 2003/02/21 04:23:15
does anyone have a photoshop .act of the quake 1 palette? thinkin of makin some textures, im at least good at that
Phait
#87 posted by Wazat on 2003/02/21 12:06:32
That map would make a good dm arena, or a good battle mech arena if it's made the right size.
Just make sure you close it up first. :)
Battle Mech....
#88 posted by . on 2003/02/21 16:03:59
im not interested in that mod o.0
not sure what ill do with it, i got real pissed off.. nothing but good work is coming from me now
#89 posted by Vodka on 2003/02/21 23:41:40
http://www.planetquake.com/speedy/Quakepalettes.zip
quake with and w/o fullbrights, q2 and hexen photoshop palettes
Thanks
#90 posted by . on 2003/02/21 23:55:42
thanks
Pointfiles
#91 posted by necros on 2003/02/22 22:05:14
the .lin files are pointfiles in quake3 right? if i take a .pts file (from q1) and change the extension, i should be able to see the point file in gtkr, right?
Hmm
#92 posted by nonentity on 2003/02/23 05:30:03
If you run a compile from inside Radiant then it'll highlight the leak in editor (useful if your batch compile process comes up with one).
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