Search found 122 matches
- Wed Oct 31, 2007 9:05 pm
- Forum: Mapping
- Topic: Map compiling problems
- Replies: 6
- Views: 4424
- Wed Oct 31, 2007 6:22 pm
- Forum: General Discussion
- Topic: Why are the ammo boxes in .bsp?
- Replies: 35
- Views: 10569
Re: Why are the ammo boxes in .bsp?
I think there are two parts to it. One was that they needed to be boxes, as a box is very low polygon, freeing up polygons for the monsters and other important things.
This leads them to rely on the texture to make them look good. The problem was that the only skinning technique that was possible ...
This leads them to rely on the texture to make them look good. The problem was that the only skinning technique that was possible ...
- Wed Oct 31, 2007 5:44 pm
- Forum: Mapping
- Topic: Map compiling problems
- Replies: 6
- Views: 4424
Hmmm....pretty much everyone on func_ uses them, and I've never experienced any crashes from maps built with them. The only case I can think of is maps which exceed standard quake limits are built using these tools, and then you have to run them in an engine like aguirre's to make them work. But ...
- Wed Oct 31, 2007 4:42 pm
- Forum: Mapping
- Topic: Map compiling problems
- Replies: 6
- Views: 4424
Re: Map compiling problems
The tools from http://user.tninet.se/~xir870k/ work directly with hl format wads for maps exported from hammer. You do have to use seperate programs for light and vis, but it's not that bad.
- Tue Oct 30, 2007 3:18 pm
- Forum: QuakeC Programming
- Topic: Changing underwater screen colours
- Replies: 25
- Views: 7843
We're still talking at cross purposes though, I was explaining how you could expand the extras mod into something that fully simulates water using entities - ie with that extension you could make a volume that is indistinguishable from a volume of water when you enter it, with the added bonus you ...
- Tue Oct 30, 2007 2:36 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
- Tue Oct 30, 2007 9:24 am
- Forum: QuakeC Programming
- Topic: Changing underwater screen colours
- Replies: 25
- Views: 7843
But it would have to be up to the engine how the waterwarp appears, otherwise you're gonna end up with one waterwarp effect for the original water brushes and one for the new water volumes you're creating in the mod. That would defeat the point of trying to make them look consistent. The GLquake ...
- Mon Oct 29, 2007 8:20 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
Use the hipnotic code along with http://czg.leveldesign.org/q/czg_rotate.txt, use radiant like your link hints at, or write new code using any of the above ideas.
- Mon Oct 29, 2007 3:59 pm
- Forum: QuakeC Programming
- Topic: Changing underwater screen colours
- Replies: 25
- Views: 7843
- Sun Oct 28, 2007 11:20 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
100 doors sounds pretty excessive, perhaps you should scale the map back/split it into multiple maps. As frag.machine says, the external bsp method does have the benefit allow you to reuse models. The more standard method of compiling each door into the bsp would usually result in 100 unique model ...
- Sun Oct 28, 2007 5:43 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 38844
I find it's usually easiest to make a separate map file for each rotating entity in your map, built so that the origin of the new map is the axis you want it to rotate around. Build it there, light it and texture it, then compile it and stick it in a new directory in maps corresponding to the name ...
- Thu Sep 27, 2007 12:49 pm
- Forum: QuakeC Programming
- Topic: monster_dogs in QW?
- Replies: 42
- Views: 12743
- Thu Sep 27, 2007 9:53 am
- Forum: QuakeC Programming
- Topic: monster_dogs in QW?
- Replies: 42
- Views: 12743
- Sun Sep 16, 2007 7:56 pm
- Forum: QuakeC Programming
- Topic: Rocket Aiming
- Replies: 6
- Views: 2673
- Wed Sep 12, 2007 9:44 am
- Forum: General Discussion
- Topic: Scourge of Armagon - Where can I find?
- Replies: 16
- Views: 5635