Search found 559 matches
- Mon Sep 23, 2013 11:01 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198555
Re: The TrenchBroom Level Editor for Quake
Just I can group multiple light entities together so that I can click on one to choose them all and then change their properties in one go, rather than go round the map clicking on each of them and then changing their properties
- Mon Sep 23, 2013 10:25 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198555
Re: The TrenchBroom Level Editor for Quake
I am really dumb - I thought I did the need the textures, but on further checking the only ones above 512 were ones in my wad from a previous mod, all fixed now. I'm really impressed with editor; not sure I'm ready to completely learn a new editor for my current mod, but it's certainly there for my ...
- Mon Sep 23, 2013 9:37 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198555
Re: The TrenchBroom Level Editor for Quake
Hi SleepwalkR
I've been having some issues with my map being loaded correctly (completely!) in both Worldcraft 1.6 and 3.3 - delighted to say TrenchBroom loads it beautifully :) The only problem si that it can't load the .wad I use due to: "Invalid mip dimensions (1024x1024)"
Is this a known thing ...
I've been having some issues with my map being loaded correctly (completely!) in both Worldcraft 1.6 and 3.3 - delighted to say TrenchBroom loads it beautifully :) The only problem si that it can't load the .wad I use due to: "Invalid mip dimensions (1024x1024)"
Is this a known thing ...
- Sun Sep 22, 2013 7:59 pm
- Forum: Mapping
- Topic: Worldcraft - parts of the maps disappearing....
- Replies: 5
- Views: 2759
Re: Worldcraft - parts of the maps disappearing....
Oh crap. Now it's given up on light entities. Pasted the new version of the flats in, with lights. Compiled and all the lights in the map had the same value, colour etc. Now, I can't even find the street light lights from within Worldcraft to change them back. It's getting mostly unworkable now ...
- Sun Sep 22, 2013 7:17 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
The curved ceilings/tunnels are amazing, especially where they intersect, yet have properly aligned textures etc. Wonderful.
- Sun Sep 22, 2013 12:48 pm
- Forum: Mapping
- Topic: _sun_mangle
- Replies: 2
- Views: 2142
_sun_mangle
I'm experimenting with _sunlight in my map, overall I'm quite pleased withe effect as I can get a nice minimum light level but also some good areas of darkness. I'm having a little trouble getting the angle and direction right. I'm using _sun_mangle with values of 145 -30 - but it's not quite right ...
- Fri Sep 20, 2013 7:58 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
- Fri Sep 20, 2013 6:55 pm
- Forum: Mapping
- Topic: Worldcraft - parts of the maps disappearing....
- Replies: 5
- Views: 2759
Worldcraft - parts of the maps disappearing....
Bit of a confusing problem. As you may know my maps is rather large, and I'm used to various "too many objects" errors on loading it in Worldcraft and things like trees not showing up in the editor, but showing up fine in the compiled map.
Now I'm having brushwork disappear (in all views), again it ...
Now I'm having brushwork disappear (in all views), again it ...
- Mon Sep 16, 2013 6:42 pm
- Forum: Mapping
- Topic: Fog - in buildings
- Replies: 4
- Views: 2510
Fog - in buildings
My observation is that fog will appear in a building if there's any part open, e.g. a big hole in the building or an open door. However if a building is completely enclosed, even with a door that can open at some point, then there'd be no fog inside. Is this true?
- Fri Sep 13, 2013 8:21 pm
- Forum: Mapping
- Topic: Quake1 Bsp2 Format
- Replies: 54
- Views: 64367
Re: Quake1 Bsp2 Format
Cool, 1999984000 to play with then
Tools and engine are holding up so far, as are vis (admittedly on -fast) times, and framerates.
- Fri Sep 13, 2013 6:15 pm
- Forum: Mapping
- Topic: Quake1 Bsp2 Format
- Replies: 54
- Views: 64367
Re: Quake1 Bsp2 Format
Does anyone know what the vis leafs max for BSP2 is, I'm just nudging double the old BSP max, and can make some efficiency savings if necessary, but pre-warning would be cool 
- Fri Sep 13, 2013 3:48 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
That's awesome sock. Did you use a terrain generator for the 'cliff'/rockface or did you do it 'by hand'?
http://earthquakemod.wordpress.com/2013 ... 3_09_2013/ - my latest update
http://earthquakemod.wordpress.com/2013 ... 3_09_2013/ - my latest update
- Thu Sep 12, 2013 6:12 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
i really like this screen
http://earthquakemod.files.wordpress.com/2013/09/earthquake20130911122805-00.jpg?w=549&h=308
although instead of brick i think a darker concrete there would look better.
Yep, I pretty much agree with you. It's only brick as the source (real world) place it's loosely ...
http://earthquakemod.files.wordpress.com/2013/09/earthquake20130911122805-00.jpg?w=549&h=308
although instead of brick i think a darker concrete there would look better.
Yep, I pretty much agree with you. It's only brick as the source (real world) place it's loosely ...
- Wed Sep 11, 2013 9:45 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
- Sun Sep 08, 2013 9:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
Me too! Such a lot of work to do...ceriux wrote:ajay your mod is looking awesome i cant wait to play it!
Have done some stuff today though (http://earthquakemod.wordpress.com/) onwards and upwards (though sometimes a little sideways)