 Another Vote For 1.4 Here.
Yes, I'm gonna keep on beating that dead old horse.
 Linux?
#9122 posted by Barney on 2009/10/10 06:24:19
I'm thinking about installing Quake and GtKRadiant on this new Linux box I've got.
Can anybody point me in the right direction?
 Netradiant
#9123 posted by megaman on 2009/10/10 11:12:03
the gtkradiant based off 1.5 that the darkplaces/warsow? guys use.
 FitzQuake 0.85 Question
#9124 posted by JneeraZ on 2009/10/10 14:33:10
Is there a way to make it so I can launch FitzQuake to check out my level without it resizing every window on my desktop? Or is this just a Window wart that I have to accept?
#9125 posted by JneeraZ on 2009/10/10 16:03:41
OK, I guess the answer is to run GTKRadiant in a non-maximized state. That seems to reduce the amount of swearing I need to do each time I test the map...
 Willem:
#9126 posted by metlslime on 2009/10/11 01:04:28
if it's fitzquake 0.85, you can run it windowed but with a -height and -width equal to your desktop -- this will fill the screen completely but without your desktop actually switching modes, which might help.
#9127 posted by JneeraZ on 2009/10/11 01:24:47
Ahh. that's something I hadn't thought of. OK, will try, thanks!
 Dumb Simple Question
#9128 posted by Drew on 2009/10/24 01:14:15
setting sunlight?
good value for day time light?
I don't understand the angle situation. I've just never bothered to. Can someone give a simple explanation of how they'll work?
 Ofhand
#9129 posted by ijed on 2009/10/24 02:40:41
No, but just read AguirRe's docs:
http://user.tninet.se/~xir870k/
More and more concise information than you'll need.
 Offhand, Even
#9130 posted by ijed on 2009/10/24 02:41:54
 Nice
#9131 posted by Drew on 2009/10/24 17:56:16
Thanks Ijed. I can't believe I haven't read through that stuff already!
Kind of confused about the implementation of 'second suns'.
My basic understanding is that I just put _sunlight2 in worldspawn with a lowish value and it will lessen ugly shadows?
 _sunlight
#9132 posted by madfox on 2009/10/24 20:16:34
or take one sun and lighten those ugly shadows with a light.exe -light 15 so the deep darkened places keep their luminance for a degree of 15. Helpfull, while it diminish placing lots of extra lights.
^v^
 Yeah
#9133 posted by necros on 2009/10/24 20:17:36
it's really not _sunlight2, it's _sunlightarea_minlight.
it's a different minlight for areas that the sun hits.
 Oh Okay.
#9134 posted by Drew on 2009/10/24 22:08:13
Thanks guys, I think I actually get this now.
 Hammer - Selection In 3d Window Issue With Catalyst
#9135 posted by Ankh on 2009/11/02 21:55:14
I confirm that this solution to Hammer 3d window selection issue works:
http://www.celephais.net/board/view_thread.php?id=4&start=8179
I have put this file into the hammer directory and the problem on my laptop is fixed.
http://rapidshare.com/files/138119760/atioglxx.dll
Great! I can continue now.
#9136 posted by Orl on 2009/11/02 23:12:56
I just wish there was a similar fix for Nvidia cards.
 I Think It's The Same Dll I Posted A While Back
#9137 posted by ijed on 2009/11/02 23:45:48
It works, but if I look at a face and not all of its verticies are visible in the window then the projection screws up, aligning the last UV coordinate to any other visible vert.
That's a bad description. Basically the UV's are all fucked up. That's better.
And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.
What the DLL does is disable stuff, you'll notice there wasn't one there beforehand. WC checks if one exists and if so uses it in favour of the onboard library.
Does anyone have the knowledge + inclination to make one that forces software mode on? In WC1.6a there was an option for this :P
 Ijed
#9138 posted by Ankh on 2009/11/03 18:47:20
Maybe I don't understand the problem with UV's that you described, but try to enable Texture Filtering in 3d options window. After enabling this option the textures look ok for me.
 Will Give It A Try
#9139 posted by ijed on 2009/11/03 19:15:35
If it works my mapping time will double.
#9140 posted by Orl on 2009/11/03 23:45:03
And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.
Unfortunately, I very highly doubt there will be a fix. Basically the problem is, using any Nvidia drivers after version 182.50 in Worldcraft 1.6a in software mode, the 3D view is completely garbled, making it impossible to see anything.
And yet, even the older Worldcraft 1.1a's 3D view works perfectly fine with the latest Nvidia drivers... strange.
For whats its worth, I'm running Vista SP2 with an 8800gt.
 Ankh You Are Legend
#9141 posted by ijed on 2009/11/04 01:20:20
That works; turning off filter textures. Can't believe after pissing about with all those different (non) solutions I missed that option.
So the dll + filter off solves it for me - thanks!
Orl, have you tried 3.3? It might sound like a ballache to switch, but the texture lock alone makes it worth it. The renderer changed a fair bit (which is why I and others have had problems) but maybe its worth a try so you can map.
 Speaking Of
#9142 posted by Drew on 2009/11/04 21:14:53
textures and wc 3.3
does anyone else have problems converting texture files (not just because of overly large textures) with Bakers wad converter?
I think RT23 had some issues with that too - or maybe he helped me with mine... It's all foggy... ...what year is this?
 I Think I Converted Some For You
#9143 posted by RickyT33 on 2009/11/04 23:41:37
But the wads you wanted were weird
I never had that problem until I tried to convert that WAD which you were saying you couldnt manage.
Cant remember if I had to use texmex or wally as well as the supplied util. Its all on this thread somewhere, lol!
Most textures convert fine, it would seem to be some wads which dont (!)
 Wrong Quake Lighting In Wolrdcraft ?
#9144 posted by BobbbyBob on 2009/11/05 00:13:52
I hope somebody here can help me.I have make some small maps and trying different stuff they compile right and start. But the lighting isn't just right... I don't know what's wrong. I downloaded the original quake one maps in a .map format and there is the same problem.
The map E1M1.bsp for example. Some corners and the first double door left is way to black. On the door you can't even see the textures....
Many places are pretty same as in the game but when i started the original map in the Pak0.pak not through Worldcraft everthings is normal.
I use fitzquake085.exe for the game and the Quakeadapter tools for compiling and testing.
What tha hell am i doing wrong ???
Please reply cause i want to make a real map and not test maps anymore, and that's the only problem that prevents me from getting starting.
sorry for bad english i am from germany!
 Heh Dont Worry Man!
#9145 posted by RickyT33 on 2009/11/05 01:01:06
Open the .map file in a text editor, find some of the light entities and copy the text and post it here.
or upload one of your map files and ill take a look if you like.
Also take a screenshot of the Run Map window you get in Worldcraft when you press F9 "to run the map" and another screenshot of the "tools -> options -> Build Programs" window.
Seeing those might help too.....
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