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Post by 3fing3r3dfi3nd on Aug 26, 2007 8:05:00 GMT -5
Stick with gtk radient, or better yet go get a copy of qeradient!
/me poops on Quark
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Post by napalmdeath on Aug 26, 2007 12:14:22 GMT -5
Or better yet, stop complaining about who prefers what and just drink the kool-aid!
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Post by Paril on Aug 26, 2007 15:15:49 GMT -5
No more pooping, Jestah.
I'm not really trying to complain, but when someone hates a map editor because they are thinking it does something different than it does (such as too many icons, that it can't compile (because they forgot to download compile tools)), someone's gotta tell them...
-Paril
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Aug 28, 2007 8:13:28 GMT -5
I have always used QERadiant for Q2 mapping because that is what I learned on when I started mapping for Q3A. I've also heard from Maric that the Radiant set of editing tools is better at texture mapping on the brushwork...and that is coming from a user of Tread 3D and Quark.
But...for what it's worth, the best mapping tool out there is the one the mapper is most comfortable with.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Aug 28, 2007 11:01:22 GMT -5
amen to that.
Other than basic texture wrapping, and projecting, and the ever popular "adjust texture to fit the face" option, I don't use many of QuArK's prepackaged texture alignment tools.
If it comes to tricky texturing, I just change the values manually and do quick fullbright compiles to see the effects.
I'm not sure if it's entirely QuArK's fault, but occasionally I'll get a texture warped to fit an angled brush, and it'll look fine in the editor, but way off in-game.
These can be uber-frustrating to iron out.
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Aug 29, 2007 1:47:28 GMT -5
amen to that. Other than basic texture wrapping, and projecting, and the ever popular "adjust texture to fit the face" option, I don't use many of QuArK's prepackaged texture alignment tools. If it comes to tricky texturing, I just change the values manually and do quick fullbright compiles to see the effects. I'm not sure if it's entirely QuArK's fault, but occasionally I'll get a texture warped to fit an angled brush, and it'll look fine in the editor, but way off in-game. These can be uber-frustrating to iron out. I had the same problem, It's to do with Quarks float point coordinates, it can be fixed by using this qbsp compiler: dl.fileplanet.com/dl/dl.asp?quark/buildtools/quake2/txqbsp310.zipI'm pretty sure this is the one i dled to fix the problem a while back, if not then i can send it through to you.
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Post by grieve[Q2C] on Aug 29, 2007 6:15:04 GMT -5
yeah, of course you have to use at least the compile tools which are provided at the Quark website, or even newer and better ones. the original iD compile tools are outdated won't work too well with Quark.
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Post by Paril on Aug 29, 2007 7:35:23 GMT -5
Geoffrey DeWan for the win.
-Paril
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Skeetz
ShotGun Guard
ZY Member
Posts: 56
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Post by Skeetz on Aug 29, 2007 14:30:21 GMT -5
Because, as he said, you aren't used to it yet. -Paril Just a note: When I began mapping for Q3 and other Quake engine based games, I tried both Quark and GTK. GTK worked better for me.
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Post by James on Aug 30, 2007 18:05:41 GMT -5
Qoole
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 30, 2007 20:24:29 GMT -5
*grumbles*
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Post by James on Aug 31, 2007 12:45:12 GMT -5
*...Doesn't....grumble*
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