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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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Grahf 
Awesome, thank you very much for your detailed instructions. I'll surely try this out tonight, hopefully I can get it running finally. Cool to see my old mapconverter is still being used! 
Quake.pal 
please?

found this whilst i was looking for a quake.pal palette file for Paint Shop Pro, which was interesting:

http://www.studio-erebus.com/studio/tutorials/palettes.html

Scroll down for some quakey stuff....

Anyway could anyone really help me out and point me in the direction for a qauke.pal file, because i cant find a tool to convert palette.lmp to .pal format, or whatever it is im supposed to do here.....

Starbuck, heeeellllllpppppp!!!!!
Metl....? 
Do This 
1. open a quake texture in photoshop
2. export the palette
3. profit
4. ???

To get a quake paletted texture, open a wad in texmex or whatever, and export it in an 8bit format (gif or pcx should work). The texture has the whole palette embedded in it. 
On Wrapping Curves Around Other Curves 
Grahf:

I don't know if this is true or not, but I I'm pretty sure I remember someone saying that there's a setting in GTKRadiant where you can toggle it to behave like Worldcraft so you can make concave brushes and save a little time on doing curves around curves that way.

Anyone confirm this? 
 
What does it do with the concave brushes? Carve them up at MAP export time? That sounds ... dangerous. 
Hang On 
there are no concave brushes in WC. If one is made then it's invalid - you can still vertex edit it back into validity though, but for curving stuff I only use slice. Sometimes vertex edit if I screw it up, but that's only to get it back on grid / properly aligned. 
Quake.pal 
OK, well thanks for the solution Grahf, but unfortunately I left my copy of Photoshop on the bus last week and.....

So no-one here can hook me up with a .pal file with the Quake palette!?!?

Man how this forum has changes :(

(sulk) 
 
GIMP I think has all or most of the funcionality that Photoshop has and is free. It probably has a palette export option (but I rarely use my copy of GIMP so I don't know for sure.) 
 
http://www.quaketastic.com/upload/files/misc/quakepal.zip

Found this in my wally folder. GIMP can export palettes, but they're not in the same format as POS it seems.

Anyway. Is this the right thing? 
Dude You Are A Lifesaver :) 
I think its the right thing, I will try it when I get home! :) 
Sorry, Missed That 
There's one in RMQ's gfx folder. 
There Also Is One On My Harddisk... 
Vertex Editing In Radiant, Palette Map 
Blitz: The option is "vertex editing splits the polygon" or something. It doesn't actually help the problem, instead it just sends you to vertex editing hell, where all your faces are split into two triangles, and you still can't pull the vertices where you want them, because even with that option enabled it won't let you make an invalid brush.

The way to do the "pipe around a pipe" thing really is as sleepwalkr said, with clipping and face dragging. Maybe I should make a little visual tutorial.

Ricky: Have patience. Also, I found something quake palette related, nice little index of which color is which colormap number.
http://img718.imageshack.us/img718/1070/quakepalette.png 
 
Radiant vertex editing should be avoided if at all possible. 
Well 
Vertex editing should be avoided period. All you need is clipping and face dragging to shape brushes. It avoids a lot of problems and lets you create shapes that are very hard to get right with vertex editing if you get a little creative. 
Ricky 
Ain't you got Wally installed?
There's a q1.pal in it. 
Heh` 
Guess I was wrong.

This is still the forum I thought it was. Im sorry I ever doubted.....

Actually thanks a lot guys, I have no excuses now ;) 
You Drama Queen! 
 
Basic Question.... 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ? 
 
i think that's how the ogres jump down and attack you in....errr...that map...uhh... when the doors shut and the ogres are above you, maybe in episode 3? 
 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ?


e3m7 the haunted halls, 
Just Like Quoth's Trigger_drolejump 
trigger_drolejump

angle
speed
height

Used as described above to fling enraged droles in a specified direction. Identical to a trigger_monsterjump, set the "angle" key for the direction the drole will jump, "speed" for the number of units/sec the drole will move horizontally and "height" for the number of units/sec vertically.
 
Thanks 
I'll check it ! 
Db_rock05 
I came across an old backup cd with an unfinished map from 2005 on it but I don't have all of the texture wads to with.

Does anyone know what wad has the texture db_rock05?

it must be an outside dirt / rock type texture as the brushes are in an outside area. 
Maybe... 
... it is from bulowad (or bulowad2) texture set

Check it out there http://www.quaddicted.com/wads/ 
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