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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Multiple Texture Wads W/ Radiant & Quake? 
Is there a way to swing this, or do I just have to shuffle all my texes into one .wad file? I tried adding a "wad" key to a brush with two filenames, and adding one key to two different brushes, but neither worked. 
You Can Do It... 
but fisrt, a wad is not a property of a brush, it's a property of the worldspawn.

the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in.

Solution: do it in wordpad. Radiant handles this approach fine; i guess it's just the text entry field that is too short. 
Wads 
Or you could put the wads near where you compile your maps, and use relative pathnames. 
Re "Multiple Texture Wads W/ Radiant & Quake?" 
Yeah you just add the .wad to the worldspawn, and separate different wads by ;
eg id.wad;rogue.wad


"the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in."

Nah, not true, I've had 5 wads typed in there, miles of room left. But you may have that problem if you leave the window the default size I guess, I have mine almost full screen 
Ahh =) 
So all I needed was a semi-colon? R4wk -- thanks guys =) 
Haha 
Nah, not true, I've had 5 wads typed in there, miles of room left. But you may have that problem if you leave the window the default size I guess, I have mine almost full screen

haha. Neato. I didn't realize that. :)

If you have your wads in C:\jimmy\program files\games\quake\id1\maps\wads\ and link to the full pathname, then I could see how you would still be limited to just a few, but at least you could fit in the whole pathname this way. ;) 
Textures... 
Does anyone know of textures for any game which fit the following criteria?

-Dark
-Mostly grey, black, white, not much color, but NOT brown or grimy (no steampunk or the like)
-must by tech, scifi oriented
-pipes and tubing a plus. ;) 
... 
sort of like the stuff you see in startrek firstcontact with the borg. 
Necros 
elite force, err elite force 2 :D 
And 
avp, avp2 
Hm... 
i don't know how to get the textures out of avp2, tbh...

and i do have the demo of elite force. heh, never occured to me. :P 
Necros 
never watcher startrek
bu check http://www.planetquake.com/speedy/textures.htm
maybe you could use them 
Necros 
sounds like the Imperial aesthetic from Star Wars:
http://image.reserve.co.uk/www/public/images/ss00/big/jl/jediknight2-b.gif 
And... 
http://www.ravengames.com/jediknight2/screenshots3.php

The only color tends to be on the consoles and that's either red panels or blue text. 
... 
hm... well, i might grab a couple of the textures from your set speedy, but i don't think i'll use the whole thing... it's a little too bright without enough pipes and techy stuff.

i think i'll stay away from starwars textures... they look like they only really work in the sw universe, and i don't want my map to become a starwars map... :)

what's the texture set that Killazontherun used for this unfinished map?
http://pipeline.fov120.com/shots/85_l3.jpg 
Erm... 
What About? 
majestic: http://shaderlab.com/slrl/?p=textures/sci-fi/majestic&o=1

some of evil lair's textures might match what you were looking for too, not that I really remember your description of what it was yuo wanted.... 
distrans: yep! i'm mapping a bit more dark then the guys who did the borg maps though...

cybear: thanks a lot! those textures look like they'll work well. 
Necros... 
...you might want to check out these as well http://www.q-fraggel.de/textures/textures.html

Hopefully not too much colour or grime, cheers 
Thanks, Distrans, 
but those won't go with the ones i've already chosen. 
Asdf 
those are ewww distrans 
Err 
So why does a tyrlite -extra compile take twice as long after a -level 4 VIS than after a -fast VIS? 
Because God Hates You 
kthxdie 
RPG 
The only reason I can think of is that you've exceeded TyrLite's vis capacity of 1.5 MB and therefore its behaviour becomes unpredictable.

This is most likely to happen after a fast vis since the vis data is less compressed then.

How big is the vis data after fast/full ? Is the behaviour repeatable ?

AFAIK vis and light are two completely separate things that can be done in any order without affecting each other. 
AguiRe 
I just recompiled it (in the name of SCIENCE!) and here are the results:

VIS -fast:
visdatasize: 182827 compressed from 258120
Elapsed time: 0:27

TyrLite -extra:
141.0 seconds elapsed

VIS -level 4:
visdatasize: 72078 compressed from 258120
Elapsed time : 22:41

TyrLite -extra:
244.0 seconds elapsed

At 1790 brushes, the map is not even all that large, so I wouldn't think that I'm exceeding TyrLite's VIS capacity. 
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