 Yeah
GL instancing is more hassle than it's worth and will be gone from 2.0 anyway.
 Looking For Help
I'm looking for someone to help me out with some icons for TrenchBroom's UI. I need about 10 icons:
Preferences (32x32)
Game Setup
View Setup
Mouse Setup
Keyboard Setup
Various (16x16)
Add
Remove
Path
Save
Delete
I would describe the style as "flat and reduced". Does anyone want to help out? I'll warn you right now that I'm picky ;-)
 Edit
For the "various" icons, I also need an "Edit" icon.
 Flat And Reduced
#1166 posted by Spiney on 2013/10/20 23:06:37
 Ideas
Game Setup - don't really know what to put here
View Setup - A widescreen computer monitor
Mouse Setup - A stylized mouse seen from above without any rotation, e.g. the buttons point up
Keyboard - A stylized keyboard seen from above without any rotation.
Add - a plus sign
Remove - a minus sign
Path - don't know
Save - a flopyy disk of course ;-)
Delete - a trash can?
#1168 posted by Spirit on 2013/10/20 23:21:29
since it's gpl you could just pick from the many free icon sets. I had good experiences with iconfinder.com
#1169 posted by Spiney on 2013/10/20 23:27:46
 Etaryt
#1170 posted by anonymous user on 2013/10/25 11:21:01
#1171 posted by Spirit on 2013/11/11 23:28:07
wxWidgets 3.0 is out now, wasn't there some issues where you waited for it?
 Oh Thanks
for the update! That's great news. I was already using wxWidgets 2.9.5 which resolved many of the issues I was having.
 How Do I Compile The Maps I Made With Trenchbroom?
#1173 posted by Breezeep on 2013/11/28 16:35:02
 Compiling Tutorials
#1174 posted by Spiney on 2013/11/28 18:07:25
 @spiney
#1175 posted by Breezeep on 2013/11/29 19:00:55
thanks for those tutorials, but I already figured it out.
 Sorry To Bother...
#1176 posted by Breezeep on 2013/11/29 20:34:24
...But I'm having a bit of an issure with the light entity in trenchbroom.
I want to make a lighting affect like this: http://i.imgur.com/m1EbAhU.jpg
But I get this: http://i.imgur.com/hagirQu.jpg
Any idea how to fix this?
 Light Keys
Try going into the light entity and click the plus sign, then name the key "wait" or "delay" without the quote marks. And change the values a bit.
Try wait 5, delay 0 and light 500. That might make a bright light with a small radius.
 Great!
#1178 posted by Breezeep on 2013/11/29 21:27:37
It worked! but I'm wondering how I'm supposed to get lighting styles in trenchbroom. (this might be the last time i'd bother asking here for today.)
 Experimentation
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results.
 @Fith
#1180 posted by Breezeep on 2013/11/29 22:18:29
Nvm, I just found out how to do it, but thanks anyway!
 Problem Is
#1181 posted by ijed on 2013/11/29 22:38:17
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything.
 Also Try Delay 5
#1182 posted by Rick on 2013/11/30 16:05:41
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.
Here is some pretty good info on Quake lighting:
http://shoresofnis.wordpress.com/guides/lighting-basics/
 Delay 0
is the default light setting. You must be thinking of something else.
 You're Right
#1184 posted by Rick on 2013/11/30 21:51:22
I was thinking about delay 1.
I guess I wasn't yet completely awake.
 Wow
#1185 posted by The Producer on 2013/12/04 07:48:09
If only we had this 16 years ago.
 Splash Screen
#1186 posted by NightRage on 2013/12/06 19:21:12
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
http://i43.tinypic.com/rml5xv.png
let me know if you like it?
 It's Too Difficult
#1187 posted by ijed on 2013/12/06 19:26:48
To read. It also looks like you've got two seperate logos next to each other.
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