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Sorry For The Confusion... 
I meant the "warpzone rar" inside the link does not work. You can't download it, says "Invalid or Deleted File". 
Yeah... 
...nah... 
Command On Map Loading 
Is there any way to set a list of commands that are executed when maps are loaded rather than when Quake (Quakespasm in this case) is started? I prefer to disable fog but end up always having to open the console and enter "fog 0" on new levels or on loading a game. 
Can't Be Done 
But you could throw something hideous in quake/id1/autoexec.cfg

alias +no_fog_forward "fog 0; +forward"
alias -no_fog_forward "fog 0; -forward"
bind UPARROW +no_fog_forward

So that every time you press the up arrow key it disables fog. 
Slightly Less Hideous 
For a single command, the aliases and +/- aren't necessary, you can just stick
bind <key> "fog 0"
and then press whatever key for the same effect once the map's loaded. 
Fair Enough 
Keybind is fairly convenient anyway, surprised there isn't an option to disable fog completely in-engine though. 
My First Post 
what is this place for? 
Quake / Quake Mapping / FPS Discussion Mostly. 
 
Quake Maps And Wicked Banter. 
Welcome! 
Idea 
Fog needs to be locked unless player does noclip. Make so that it toggles r_fullbright at the same time. It's either all or nothing imo. 
#29977 
Why "lock" anything?

Anyway if you have the self control to not turn off the fog, it's simple enough to make it so that a single keybind turns on fullbright, noclip, fog 0, etc...

though restoring the fog value after you leave that "mode" would be awkward, if not impossible. 
 
Hardcode it into the engine that the player gibs if he tries tweaking any aspect of the visuals that go against the designer's intent.

Turns on blurry pixel mode? Gibby time for you mister...

"chuk-chun-chin-chi-chi-ngnol" 
 
Is it bad I have a keybind for noclip, notarget, godmode, fullbright on, and fullbright off? Mappers kit i guess 
Have To Get That One Myself 
 
 
Hardcode it into the engine that the player gibs if he tries tweaking any aspect of the visuals that go against the designer's intent.
I've heard stories of various Doom mods (wads?) that will kill the player or intentionally crash if they detect other mods being loaded at the same time, but having essentially zero experience with Doom modding I'm not sure how widespread/true they are. At least that's not a thing here, although a mod that does give a rude message when played in Darkplaces sounds like some cheeky fun.

Is it bad I have a keybind for noclip, notarget, godmode, fullbright on, and fullbright off? Mappers kit i guess
Nah, it's not bad until you have three copies of your \id1 folder named slightly different with identical contents other than the \maps folder so you can have one game for pure vanilla, one game to play downloaded maps, and one game to compile your own maps into. 
Oh...then...it's Bad. Really, Bad Since I Have A 4th For My Own Mod. 
 
Hue Test 
How good are you at perceiving different colors?

Take the test. My score was 21. 
 
I got a 4. :D

(lower is better) 
First Attempt: Got "0" 
Online ColorIQ Challenge Results
You have perfect color vision!


Aww yeah!

I have a rare form of Palinopsia, which basically means my vision looks like I'm tripping balls 24/7. One of the neat side effects is that I have superhuman colour perception. One of the not-so-neat side effects is that I cannot read white text on black without my entire field of view turning to snow/static, driving at night is scary as fuck, and if I look at a person's face for too long, it starts wobbling around in a disturbing way. 
Zero As Well 
I was really not expecting such a result 
 
if I look at a person's face for too long, it starts wobbling around in a disturbing way

Exporting them to MD3 should fix that. 
Better than I expected considering my dismal art skills 
Also 
Kinn is a mutant 
 
also got a 4... damn blue greens... 
 
I scored 23. Does this mean my career as a colorist is over, or does it mean that I was too cheap when buying this monitor, and probably should calibrate it better in any case?

I think the only real answer is that I'll never have a career as a colorist while using this monitor, at least. 
So, You Think You Are Good At Quake? 
Keyboard Only 
Ah, the good ol days. Reminds me of when I first played when I was 5. Every now and again I'll dust off my arrow keys. 
 
i used to play quake. then i took an arrow key to the knee. 
Dear Next Poster... 
Make this golden 30k post a divine moment... 
Cheap Nike Jerseys 
 
Superb 
 
Fucking Killpixel. 
 
Top Post 
 
 
About as useful and informative as the average killpixel post. 
Forgot The Link Though 
 
@damage_inc, Kinn From TB Tutorial Thread 
I was blown away by AD when I first saw the screenshots of it a couple years ago. Considering it now, I think it may be that Quake's world and engine are manipulating how I process the geometry. In Quake, there are no props outside monsters and packs of health or ammo. There are no displacements. The detail of maps is comprised almost entirely of brushwork. Simon and his compatriots in the AD mod just seem to be able to create these amazing curved, arched, rotated, spiraling structures that I can't even conceptualize in Hammer. Like Kinn said, I guess it would probably be possible, but you'd have to be going completely ham with the clipping tool to do it.

Judging by Simon's readmes over the years, he's been using SDRadiant 1.3.8 for over a decade, an editor I can't even find on Google. I just feel like Radiant (and maybe TB) must possess some more intuitive and speedy ways of shaping the complex geometry that they create. 
 
How did you take Kinn stating this: "There is literally nothing that you can do in TB or NetRadiant or Jack that you can't do in any of the others." into "I guess it would probably be possible... "?

I'm not trying to be argumentative or aggressive btw. I just don't see you comment as being valid.

I know Ionous was part of a few maps included in AD and he only uses Jack only. I'll ask him the next time he is streaming.

Cheers 
 
Any complex curvy structure is just a composition of simple convex shapes that can be made in any editor. Some operations may take one or two less clicks to do in this editor versus that editor. But then that editor might do another thing with less clicks than this editor, so it balances out.

Really, the choice of editors is down to which interface you prefer. The level you make comes purely from your imagination. The difference in quality between maps is 100% about the artist, not the tools. 
Unless The Editor Is Deathmatch Maker 
or Quark. Fuck those two. 
Alright Yall Win 
It's probably just me who can't envision it. I would really like to see someone recreate a room or two from ad_sepulcher or something of the like. So many map editor tutorials on YouTube and 90% of them are "here's how you make a box and put a spawn point in it". 
#30006, Internet On Fire Etc... 
Some cursory searching has revealed that SDRadiant is the Splash Damage version of Radiant - this pastebin claims it was for Wolf:ET! Certainly a curious choice of editor to still be using after all these years, but I suppose if something ain't broke, you shouldn't try to fix it.

Now, where you get SDRadiant from is another matter... Does anyone know if it's packaged in the Wolf:ET download? It'd take me about four hours to check with my speed... 
@sevin 
I must have consciously picked up on SleepWalker's Radiant inspiration when I tried TB out. I have tried nearly every editor out there. However, I have logged the most hours in Radiant. Both for Quake 3 and COD:UO mapping.

TB also reminds me of the first editor i ever used Quest.

There's no "best" editor IMO. I think TB is elegant and easy to pick up after not havbing mapped in many years. That's why I use it.

I could jump back into xRadiant any time. I just choose not to. TB is too much fun. 
And Another Thing 
Why are there so damn many forks of Radiant? 
But Can JACK... 
...do THIS
Feature Request: 
Escher mode 
#30014 
Very Nice 
I'd like to see the tris and how well it lights! 
 
I didn't try compiling it into a map. It's just a bunch of cubes with offsetting, rotation, shearing, vertex editing and a bit of triangulation.

Anyway, it was a bit disappointing to realize that the alt+rightclick tool for texture alignment is unable to make the texture alignment actually follow that path. Due to this, I couldn't use a scrolling texture to get the same effect of the animation linked by OTP.

The Quake BSP format uses a 2D projection on a 3D plane for texturing. This 3D plane uses a 3D projection to be rendered to the screen. I suspect that a 3D projection on a 3D plane would be required to properly align textures on structures like this. 
Mankrip 
With valve220 and by triangulating all your faces it is doable, I did something similar with obj2map, works fine. 
 
Killpixel: Here's the mesh.

Bal: JACK's generated .map file has a "mapversion" "220" field in its worldspawn.
But what Jack is actually missing is a Contour Stretch UVs Projection tool. This could help a ton of maps.

And I guess that for such distorted shapes, this would require 3D texture mapping, where the texture can have a depth projected onto the surface plane itself rather than only on the screen. I'm talking about a surface with a texture tiled in a non-linear way like this, rather than like this. Hmm, I guess that "non-linear texture mapping" is a better way to describe what I'm thinking about.
Linearly mapped scaling, rotation and shearing can at best produce results like this. It can't make, for example, a rectangular tile fit a trapezoid surface - and many curved shapes are basically a set of trapezoid segments. 
Mankrip 
No 3D modeling app does that though, you're only solution is to have more polies basically to hide the how the triangulation breaking up your UVs.

Still with valve220 + triangulation, you have the equivalent of UVs and can do in quake anything you could do in a modeling app with same ammount of tris. 
#30017 
Absolute madman. 
Func_Group 
Lunaran, Johnny Law mentioned that you wanted to make the Steam group public. I can do that, if nobody has any objections.

Any of you assholes live in SoCal? 
@Mr Fribbles 
I live in Los Angeles dude. And luckily I am an asshole. 
Dumptruck 
Haha, perfect!

I'm moving to Santa Monica soon, is why I ask. I'll send a shout out after I'm settled to see if anyone wants to meet up for some kind of asshole convention. 
Fribbles 
Come and hang out at nu-tf: https://discord.gg/9YkdqCu 
Fribbles 
Santa Monica? Nice. I'm in Burbank north of the Hollywood sign.

I hope you like traffic. It's getting bad in SoCal. But you'll have a straight shot to the beach on the latest metro line.

Yeah let's meet when you get settled. 
So Frib 
What takes you to the US? 
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