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Quoth 2.2
Download | Map Packs | Changelog | Tutorial

Quoth version 2.2 is out! This is a spit-and-polish release, with some new features to play with, but the emphasis on refining the Quoth 2 content, re-balancing some monsters, fixing old bugs, and keeping Quoth as lightweight as possible.

The download links can be found above. There are two version: a full install of Quoth, and a patch that will upgrade 2.0 and 2.1 to 2.2. If you have 2.1, you will need to replace the existing pak2.pak file with the new one supplied.

Thanks to everyone who has tested and helped out to get this release together!
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Skybox Format 
Is this the same format and orientation for the skyboxes in the Quoth pak files? Or are some of the locations different? I thought I'd ask as I don't have a ton of time for trial and error. The one time I've tried it was a disaster.

I would like to do my own from Space3d 
Non-domain 
This is really more of an engine thing than a Quoth specific question, but I think I have figured it out. If you change the filename suffixes in the following way everything should align:

pos_y -> up
pos_z -> bk
pos_x -> rt
neg_z -> ft
neg_x -> lt
neg_y -> dn 
 
lt+rt are flipped in relation to normal cubemaps, iirc.
this means that the other 4 images are flipped on various axis too or whatever, which means simple renaming isn't exact.

If you don't really care that your cubemap is basically inside out then whatever just go ahead and rename them, but if you want to map them exactly then you need to do more than just rename them. Probably for embedded space scenes you won't care. 
@spike & @Preach 
Thank you guys so much. I was just sitting down to do a simple number 1-6 cubemap in PS to see what could be flipped etc. This helps a lot. 
Confirming Skybox 
pos_y -> up
pos_z -> bk
pos_x -> rt
neg_z -> ft
neg_x -> lt
neg_y -> dn


Tested in Quakespasm - this is the right configuration! Thanks again. 
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