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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Bah 
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 
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: 
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. 
 
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 
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... 
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... 
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... 
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... 
I'll send you the textures tomorrow. 
Phait: 
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 
God I love this place already. GROUP HUG!

(with a rocket launcher) 
Question... 
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... 
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: 
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 
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 
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 
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 
Quake 1 Palette 
does anyone have a photoshop .act of the quake 1 palette? thinkin of makin some textures, im at least good at that 
Phait 
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.... 
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 
 
http://www.planetquake.com/speedy/Quakepalettes.zip

quake with and w/o fullbrights, q2 and hexen photoshop palettes 
Thanks 
thanks 
Pointfiles 
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 
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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