Yes, but it looks overly bright considering there are just a few candles.mh wrote:gb is doing some gorgeous-looking stuff.
Search found 150 matches
- Fri Mar 02, 2012 9:52 am
- Forum: General Discussion
- Topic: Beautiful .lit maps
- Replies: 12
- Views: 4439
Re: Beautiful .lit maps
- Tue Feb 21, 2012 2:59 pm
- Forum: General Discussion
- Topic: Tango Spotted...
- Replies: 34
- Views: 9046
Re: Tango Spotted...
FFS, where are the admins? There's new mass spam every day but no solution in sight and no real countermeasures against the clutter. What about temporarily disabling user registration until the captcha issue has been sorted out?
- Sun Feb 19, 2012 8:30 pm
- Forum: Mapping
- Topic: Water - lighting - transparency
- Replies: 18
- Views: 28003
Re: Water - lighting - transparency
Liquids don't emit light, but they are always fullbright ingame. The only way I could think of to make a normally lit water surface is to use a non-asteriks water texture on a func_illusionary above the surface of the water volume or on a custom progs func_water entity. Of course it won't be ...
- Mon Feb 13, 2012 7:58 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Re: Quake .map format versus .Map 220 format
Yes, more of a missing editor feature, indeed. I can't think of any editor that has properly-working & stress-free texture lock. In Quest, I would never use it, because it screwed up the originally clean offset (not noticable after compiling but awkward for further in-editor use), and it wouldn't ...
- Mon Feb 13, 2012 7:27 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Re: Quake .map format versus .Map 220 format
Wait, what exactly is your problem? That properly aligned textures got misaligned again at some point? The thing with Quake textures in a .map is that, unlike in Doom, they are fixed with the grid, not the surface. This means if you move a brush (or face), the texture will not move with it and has ...
- Mon Feb 13, 2012 6:58 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Well, duh
I don't use Quark and I don't use any non-standard map format. Qbsp only translates the brush information into bsp/quake-compatible data.
So, of course does the classic map format support texture rotation. Only id didn't seem to have used it in the stock maps.
You wrote it yourself: (x1 y1 z1) (x2 ...
So, of course does the classic map format support texture rotation. Only id didn't seem to have used it in the stock maps.
You wrote it yourself: (x1 y1 z1) (x2 ...
- Mon Feb 13, 2012 12:39 pm
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Errrrr
I do not know if the "classic" .map format actually can support texture rotation correctly in any form.
Have you ever played a custom Quake map???I remember reading somewhere that the original .map format doesn't support texture rotation
- Sun Feb 12, 2012 8:43 am
- Forum: Mapping
- Topic: Smoother Shadows? (TXQBSP)
- Replies: 4
- Views: 4161
Re: Smoother Shadows? (TXQBSP)
The lightmaps are stored in the .bsp. No engine can smoothen them or make them look better.
The light tool, at least a modern version like Bengt Jardrup's, has several additional options for better shadowcasting. Generally, for a final compile you should use -extra 4 , and there's also a -soft ...
The light tool, at least a modern version like Bengt Jardrup's, has several additional options for better shadowcasting. Generally, for a final compile you should use -extra 4 , and there's also a -soft ...
- Sat Jan 28, 2012 2:38 pm
- Forum: General Discussion
- Topic: Corpse Party Spoilers?
- Replies: 9
- Views: 3027
Re: Corpse Party Spoilers?
Large bruise on my forehead, and I think I've dislocated my eyeballs...
- Mon Dec 05, 2011 9:18 am
- Forum: General Discussion
- Topic: nehahra project?
- Replies: 6
- Views: 10049
Re: nehahra project?
Of course there's gameplay. It's just the introductory cutscene which is very long (the one with the guy on the bike). I think you can skip the cutscenes by pressing a certain key. If that doesn't work, try "cutscene 0" in the console and start again. But don't forget to re-enable it again ...
- Fri Dec 02, 2011 8:11 pm
- Forum: Mapping
- Topic: Nodes? Singleplayer.
- Replies: 2
- Views: 2530
Re: Nodes? Singleplayer.
Simply place a bunch of path_corner entities along the route you want the monster to walk, then link them to form a loop. For example, add to the first one "targetname" "path1" and "target" "path2", to the next one "targetname" "path2" and "target" "path3" etc, and let the last one in the sequence ...
- Fri Nov 25, 2011 4:00 pm
- Forum: General Discussion
- Topic: Func_Msgboard down?
- Replies: 6
- Views: 1965
Re: Func_Msgboard down?
Still there at http://www.celephais.com/ - looks as always.
- Fri Nov 18, 2011 8:20 am
- Forum: Mapping
- Topic: Best source for beginner references?
- Replies: 9
- Views: 3912
Re: Best source for beginner references?
Sadly, there's no proper wiki or complete set of tutorials anymore, afaik. Most of them were lost over the course of time, as websites died or shifted focus etc.
You might find gb's basic Radiant tutorials helpful, though.
You might find gb's basic Radiant tutorials helpful, though.
- Thu Jun 30, 2011 7:59 am
- Forum: General Discussion
- Topic: 8 bit bigmap Halloween special
- Replies: 82
- Views: 30728
[quote="necros"]in the video menu, there's a slider for status bar that cycles through different configurations./quote]
Ok, good. I was just too blind then. Problem is I have to run Quake on 1152*864 because my monitor is old and faulty and will often stretch the display horizontally on 1024* or 800 ...
Ok, good. I was just too blind then. Problem is I have to run Quake on 1152*864 because my monitor is old and faulty and will often stretch the display horizontally on 1024* or 800 ...
- Wed Jun 29, 2011 8:09 am
- Forum: Quake Events
- Topic: QExpo11 is over...
- Replies: 24
- Views: 40985