#77 posted by
negke on 2018/03/29 11:52:17
Not sure old ports will play the music (from CD) if you use "09". Haven't checked, though.
@negke
Good info and I was unaware but I see that as an edge case at this point. Both because of the decline in optical drives and that new users aren't getting the OST off Steam. I finally ditched my optical drive in my new computer. :(
Test Crypt Release
By popular demand I'm releasing the test map I created for the
TrenchBroom 2 tutorial series. This only has 7 monsters and one secret. It does have different monster encounters and entity examples for new mappers.
http://www.quaketastic.com/files/testcrypt.zip
Screenshot 1
Screenshot 2
Screenshots are from winquake.
#82 posted by Baker on 2018/04/08 03:49:38
I have a hard time imagining a more beginner-friendly video that also addresses the fundamentals in a comprehensive way.
I just keep getting more and more impressed with the quality.
@Baker
That means a lot to me. As I mentioned I had a lot of input from the gang on this one. Delay and Wait can be very confusing for the layman (me about 3 years ago.)
LUNARIAN
#84 posted by
negke on 2018/04/08 11:34:45
Imho wait and delay are beyond basics, more towards advanced stuff. But since they are defined in the .def, it's probably good to explain them before someone accidentally local minlights a whole map or something.
@negke
I actually agree but they needed their own dedicated episode so I made it this one.
And I'm not sure if you are joking about the minlight but we just saw that here last week.
Man
#88 posted by
sevin on 2018/04/28 15:00:02
There sure are a lot of ways to make arches. I’ve seen and read so many ways to make them in Quake and Source, but that method does seem particularly friendly. I like TB’s vert merging you can do just by dragging through them. Nice and clean brushwork.
Are you the first to make a comprehensive tutorial series for Quake mapping? There are countless beginner tutorials for Source’s Hammer out there, but haven’t seen anything for Q1SP.
@sevin
I am trying to make these as approachable to newbs as possible.
And yeah, I think for Q1SP yes this is the most comprehensive video series so far.
Request
#91 posted by
sevin on 2018/04/29 19:31:51
Can you go over setting up mods? Like what's different about your setup for mapping for AD or Quoth for example? FGD's, models, textures etc.
@sevin
I started on one a while back. For you? Yes. Will get that cut out ASAP.
Texture Projection
#94 posted by
Spud on 2018/04/30 01:40:47
I saw a few bits in the video that discussed how vanilla texture alignment works (the comparison to a film projector is excellent); do you plan on touching on the Valve 220 map format and its brush face-aligned texture projection?
@Spud
Yes. Even though the series is really dedicated to id level quality I am going to cover 220 for sure. TBH I need to understand something fully before attempting to teach it so I need to spend some time in JACK and really understand what is happening with per face projection. I'm nearly there but want to feel confident in what I am trying to relay. So I left that out of this tut.
Just Awesome
dumptruck, I just watched the texturing tutorial, and it's awesome. Just great how you manage to pack so much info into these short vids. In this tutorial especially, you covered many (if not all) of the ways to manipulate textures in TB (some of which I had long forgotten about, thank god for the manual), and I think it's very commendable that you don't just show your personal favorite way of using TB, but give options to the users.
Thank you again for your great tutorials, I'm sure they help so many people out there, and of course, they help to bring more people to TB and Quake mapping!
@sleepwalkR
I appreciate the feedback. Sometimes it's very tough to know what to include or leave out but I though these shortcuts were very well thought out and I didn't know about some of them.
Thank you and ericw and the other contributors for such a cool application.