#19474 posted by Griffin on 2018/02/01 01:32:32
Awesome. Thanks guys. I love your levels and you're both big reasons why I started learning Trenchbroom. You guys, Sock, Ionous, Skacky, etc are incredible at this.
@griffin
Wow, that's very kind of you. I am currently working on video tutorials for Trenchbroom. You seem to figuring out thing on your own though! The first one will be out early next week. As time progresses there will be some advanced tuts you'll want to check out. I'll post here on fucn with links.
#19476 posted by Griffin on 2018/02/01 02:31:25
Beautiful. Got it on the first shot as you guys explained it perfectly. Definitely looking forward to the tutorials. Thanks again, guys. You rock.
Just To Be Safe
#19477 posted by 7663 on 2018/02/01 06:24:11
I made a post about this, but I might have made a mistake with that. Here's what I wanted to ask:
I've been looking for a tutorial on the use of Jackhammer for a few hours now, but I can't seem to find anything. Is there a tutorial out there I can use to see what's up?
@7663
If you can't find any tuts for JACK then you have some options that will get you close.
First, JACK is based on Valve's Hammer editor. You will find tutorials for Hammer out in the wild. There are many similarities between the programs. I believe JACK has more features but I haven't used it too much.
The other option is to use Worldcraft tutorials. JACK is based on Hammer which was based on Worldcraft and many concepts from Quake will carry over.
https://www.quakewiki.net/archives/worldcraft/tutorial/index.html
Good luck and consider trying TrenchBroom 2. I will be publishing a Quickstart video tutorial sometime this weekend (or before) and you may like what you see.
http://kristianduske.com/trenchbroom/
The tuts will be on my YT channel is here
Artifacts In Q2 Sun/lightmap
#19479 posted by thurnip on 2018/02/01 21:26:50
Hello guys, this is my first post here. It's interesting to finally have some reason to post here. I'm following func_msgboard for sometime, following all the cool maps and mods are being born here... Good stuff :)
Anyway, i decided to try something in Q2 engine. Right now, i'm having some problems when using _sun. Compiling with qrad3, i get this result:
https://imgur.com/a/AZDM3
it doesn't happen when i compile regular lights only, just when I use Sun... :/ Anyone have some idea? Thanks!
Ah, Arghrad
#19480 posted by thurnip on 2018/02/01 21:41:12
Arghrad solved my problem :D
back to work
Scaling Models
#19481 posted by Esrael on 2018/02/03 09:47:41
Is there a way to scale (prop) models easily? I have downloaded Preach's crane and helipad models from his site, and after placing them on my map in Trenchbroom they look so small, about the size of a cat. Quite endearing, actually. xD
Will I have to resort to some mdl editing in a separate editor? D: Guess I'm going down the deep end of Quake custom content creation, no more simple map making, huh? xD
#19481
#19482 posted by PRITCHARD on 2018/02/03 12:28:45
I usually just jump into QME here? and scale the model: https://i.imgur.com/zCDf0EZ.png
Of course, QME sucks ass and tends to mangle models if they look at it funny so... have fun?
#19483 posted by muk on 2018/02/03 16:03:12
QME likes to break mdls. Should only be used to view models. :( you may get lucky tho.
Mdl Scale
#19484 posted by Kinn on 2018/02/03 18:22:14
Scale is defined by just one float in the .mdl binary file, I think (Can anyone confirm? Does anything else need to be tweaked other than this one float?)
If so, you could be able to just hax0r it with a hex editor. Preach - any ideas?
#19485 posted by Kinn on 2018/02/03 18:25:24
Actually it's a vector of 3 floats
http://tfc.duke.free.fr/coding/mdl-specs-en.html
you'll probably want to scale bounding radius too.
Scripting
#19486 posted by Preach on 2018/02/03 22:46:41
Yeah, you only need to change those 4 floats, so a hex editor will do the trick. If you prefer, you can install the qmdl python module then run the following script against the model.
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.load("crane.mdl")
#rescale
mymdl.mdl.scale = tuple ([i*4 for i in mymdl.mdl.scale])
mymdl.mdl.boundingradius = mymdl.mdl.boundingradius * 4
#save again
mymdl.save("bigcrane.mdl")
This is multiplying the scale by 4, vary the value as required.
It Worked!
#19487 posted by Esrael on 2018/02/04 09:24:06
Thanks guys, you just keep helping out, no matter what I keep throwing at ya', AND always in a timely manner, might I add! :)
And for your information Preach, I used your script on a newer Python version 3.6.4.
Adjusting Mdl Centerpoint
#19488 posted by Esrael on 2018/02/04 09:47:44
I'm guessing it's model dependent, but I noticed that the larger I made the helipad, the further away the model diverged from the model entity (or is it in this case just a handle?) in Trenchbroom. Is there a centerpoint in the mdl I should adjust? Can it be done with qmdl or should I use something else?
Yup
#19489 posted by Preach on 2018/02/05 21:27:40
One of the quirks of the mdl format is that the model keeps the bottom left corner fixed when you rescale it, rather than the centre. If you add a line like
mymdl.mdl.origin = (-64 -64 -64)
after the mymdl.mdl.boundingradius line in the script from the previous point, you can specify the coordinates you'd like the bottom-left point to be at. Play around with the values!
Thanks
#19490 posted by Esrael on 2018/02/06 09:14:02
I figured it would be something like that. Thanks a heap for going through the trouble of helping me out! :)
No Worries
#19491 posted by Preach on 2018/02/06 19:26:46
It's cool to see someone using it, I worried that it being a python module was a bit off-putting
Func_train Question
#19492 posted by Tamagotchi on 2018/02/09 16:12:05
How to make train move through four path_corners? I named each correspondingly and gave paths corresponding direction.
@Tamagotchi
I made a sample map linked below. It's pretty easy to do as you'll see.
I made 4 path_corners. t1 - t4 make sure the target/targetnames are correct and that they close a "loop" - that's the part that people mess up on the most.
I don't think you need to specify a direction. I didn't in this case. Sorry for the weird name. Also you can use Quake101.wad or q.wad for the textures in this map.
http://www.quaketastic.com/files/Box_Mac.map.zip
@dumptruck_ds
#19494 posted by Tamagotchi on 2018/02/09 19:49:26
Thank you for your help! watched your tutorial on tuesday so thaks for that as well!
@Tamagotchi
You're very welcome. LMK if you have any requests for tutorials. :)
Texture Wads
#19496 posted by Sidiouth on 2018/02/18 04:15:15
New to mapping (thanks @dumptruck_ds) and wondering where everyone gets their textures?
For the moment I'm just looking for the default Q1 textures, but it'd be good to know where to get custom textures come from too.
Here's A Start.
#19497 posted by damage_inc on 2018/02/18 05:05:08
#19498 posted by anonymous user on 2018/02/18 06:04:46
Texmex will let you open a map/bsp and save as a wad
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