Search found 150 matches

by negke
Fri Mar 02, 2012 9:52 am
Forum: General Discussion
Topic: Beautiful .lit maps
Replies: 12
Views: 4439

Re: Beautiful .lit maps

mh wrote:gb is doing some gorgeous-looking stuff.
Yes, but it looks overly bright considering there are just a few candles.
by negke
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?
by negke
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 ...
by negke
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 ...
by negke
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 ...
by negke
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 ...
by negke
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.
I remember reading somewhere that the original .map format doesn't support texture rotation
Have you ever played a custom Quake map???
by negke
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 ...
by negke
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...
by negke
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 ...
by negke
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 ...
by negke
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.
by negke
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.
by negke
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 ...
by negke
Wed Jun 29, 2011 8:09 am
Forum: Quake Events
Topic: QExpo11 is over...
Replies: 24
Views: 40985

Thank you, Chip! :)

What does each line in gtop.png show exactly?
My booth was the most visited?! Maybe because I was among the first people to release something (though feedback at func remained low). Or maybe I just clicled the preview link once too often when creating the booth...