 I Made A Qump Map...
#315 posted by brassbite on 2018/07/01 19:49:47
Now I'm sitting around with a severe case of Dunning-Kruger. I just about managed to finish my Qump map last year, before hitting the bottom of the slope.
#316 posted by topher on 2018/07/01 20:18:09
(Spud mapping is good, but where's the rest of QUMP?)
i may release a map this year, but no promises
i don't have much time, and this year i'm playing xcom 2/skyrim too. i didn't play dmjam4 or 100brush yet!
 More Mods / Modern Tools
Would love to play more mods or see people revive features from older mods like extras r4's water hacks.
Would also like to see updated tools that are more future proof. I updated my drivers yesterday and now QuArK cannot display MDLs. These issues are likely to get worse.
 +1 For Tools
#318 posted by Qmaster on 2018/07/02 04:39:31
I want a simple tool for exporting skins, importing skins on models or frames on sprites. QME is sluggish and has no dragndrop and doesn't support sprites. AdQuedit is worse.
I want a Wally that doesn't crash or basically addons for Gimp that give me the amazing pixelly filters.
An updated Blender addon that has support for multiple skins on export to mdl.
Psst, I'm already reviving features from mods but not wanting to spam that too much, people get tired of hearing about Keep it seems.
Wait...Quark!!?!? Yeesh, what good is that for anymore??
#319 posted by mankrip on 2018/07/02 05:03:48
Tools are in sore need indeed. I'll create my own tools, but only after my engine work is complete (which should only take a decade or so).
My current toolset is TexMex, fimg, The GIMP, qME, PakExplorer, JACK, EricW's tools, and some other stuff.
 More Stuff Is Good Ya
#320 posted by Redfield on 2018/07/02 06:56:49
The Blender tools is a big +1.
I'm working on a bowl of fruits .mdl for Quake, apples and bananas, maybe some grapes. Quake needs some fruits. But you can't export with more than 1 skin in Blender. How am I supposed to have green apples or red apples?
And don't think about using QMe. It will destroy your vertex normals. Because its evil.
 Also Nth-ing Tools
#321 posted by Spud on 2018/07/02 07:48:04
The workflow for just mapping and making textures isn't bad but as already discussed above the toolset for modeling is far worse and if you want to do stuff like edit the conchars file you have to pray to your deity of choice that you remember to export and import in the right order in the right programs (including goddamn AdQuedit which is apparently the only editor to properly handle it as the specific console characters file instead of just a .spr).
#322 posted by mankrip on 2018/07/02 08:10:43
Hmm… Creating whole new tools for simple stuff like conchars editing doesn't sound like the best approach for me.
A GIMP plugin for loading and saving LMP images could be enough.
#323 posted by Baker on 2018/07/02 08:55:32
GIMP is awkward and unproductive.
Takes 5, 10 or 20 clicks to do what many other alternatives can do in 1 or 2.
It also takes things easy to do in most other editors and finds a way to make them needlessly difficult.
#324 posted by Tommy on 2018/07/02 11:50:21
Redfield, you can have a dozen different colored apples. MDL supports multiple skins. Just create additional skins for your model in QME with 1 click. Then recolor your skin with your favorit editor and add it into your mdl file. Yes, adding skin textures is also done with QME with another click.
You may speak bad about QME, but it can do unique things to your mdl file that not many other tools can do. It has its strenght and its weakness. Just like all other tools out there.
If you do not want to use it for modeling thats fine. But do not underestimate all the other things it can do. Yes, also setting (trail) flags to models and so many other stuff.
 @qmaster
re: QuArK. I use it to take a look at models and wads. Wally is really buggy on my machine and the white background makes it difficult to see the textures. QuArk uses a black background and show animations for buttons etc. I've never used the level editor but for other things QuArK is pretty handy. The UI is terrible.
#326 posted by scar3crow on 2018/07/02 20:46:41
I would like to revise my answer to:
A single map by me that I actually like which isn't part of any sort of jam or speed scenario.
I'll be happy with that.
 Qmaster
#327 posted by madfox on 2018/07/02 23:13:43
Quark,what good is that for anymore?
I use Quark4.07 for lots of model additions, may be old but gold for me.
#328 posted by mankrip on 2018/07/03 00:14:58
QuArK duplicates all vertices belonging to both front-faced and back-faced triangles.
 I See
#329 posted by Qmaster on 2018/07/03 02:52:09
Good for view, not for saving
I miss QuakeWebTools. The dragndrop rocked and worked for viewing sprites and models and exporting skins. What happened to that?
 #329 - It's On Github
#330 posted by khreathor on 2018/07/03 07:52:30
Quake Web Tools
You should be able to run it by yourself.
 Quark
#331 posted by madfox on 2018/07/03 18:38:35
Another remarkable fact, although nowadays not so important, is that models loaded in quark and saved again tend to incline a lot of size.
What I'm trying to say is, when a model has a size by example 800kb one upload to Quark and saving it again reduces it to 200kb, without noticing changes.
I have no idea why this is so, but it saves some space, especialy with large models.
 Madfox
#332 posted by mankrip on 2018/07/03 19:45:55
Models saved in qME 3.0 contains additional higher-accuracy vertex coordinates (which are ignored by the engine, but are useful when modifying the same model again). Re-saving them in another editor will delete that data.
qME 3.1 changed that behavior, storing the higher-res vertex coordinates in its MDO format only.
There may also be other kinds of extra metadata stored in MDL files.
 Ah
#333 posted by madfox on 2018/07/04 07:42:40
That explains a lot. Never paid attention to it.
I can't see no difference between both. The grid is rather rough I thought, 512x512.
#334 posted by anonymous user on 2018/07/06 05:46:33
Quake 2 Stuff, mainly now that we will have the tools and ports to it.
A Tenbebrae Reborn with Quakespasm and vkQuake stuff, or vice versa with vkQ.
 Uncapped Frame Rate
#336 posted by A_COC0NUT on 2018/07/10 14:21:32
All I really want is to get an engine like quakespasm to have the ability to use a frame rate higher than 72 without the physics messing up
 #336
#337 posted by Kinn on 2018/07/10 14:54:45
Use QuakeSpasm-Spiked then.
 @A_COCONUT
Type host_maxfps 0 in Quakespasm-Spiked console to decouple the framerate. More info at 3.1 here
 @dumptruck
#339 posted by Baker on 2018/07/10 17:09:56
Off hand, that is probably is a bad idea.
You'll get a lot of frame rate variation.
And if you get really high fps, you might overheat your graphics card.
Quakespasm, Quakespasm Spiked and FTE love to overheat with no map running ... (not that DarkPlaces doesn't love this also).
Kicking out tons of frames per second rendering the console over and over again.
Also the above engines if I recall, love to kick out 700 frames per second when the application is hidden or in the background.
In contrast, Mark V throttles down when no map is running or not the active application. No point in rendering an idle console 700 times per second or rendering hundreds of frames per second when the app isn't even active.
/My thoughts
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