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Post by knightmare on Sept 22, 2021 15:52:15 GMT -5
It's on the back burner until I finish a major new feature in KMQ2 that ties in with the editor and tools.
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Post by pelinalcrusader on Sept 29, 2021 9:22:27 GMT -5
for some reason, i can hear the "WHY IT ISN'T TRENCHBROOM, EMBRACE TRENCHBROOM!" crowd gathering at the cafe's lounge.
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Post by Guggenheim on Sept 29, 2021 13:06:54 GMT -5
for some reason, i can hear the "WHY IT ISN'T TRENCHBROOM, EMBRACE TRENCHBROOM!" crowd gathering at the cafe's lounge. What's up with trenchbroom? Never used it.
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Post by pelinalcrusader on Sept 29, 2021 15:30:40 GMT -5
for some reason, i can hear the "WHY IT ISN'T TRENCHBROOM, EMBRACE TRENCHBROOM!" crowd gathering at the cafe's lounge. What's up with trenchbroom? Never used it. The Mapping tool made by the Quake 1 mapping discord and Celephais forums, dumptruck_ds(one of Zaero devs from team evolve) made a tutorial for it. Its mostly a quake 1 mapping tool with Q2 and 3 included as extra, but with no extra improvements at all since TB itself is Quake 1 mostly. www.youtube.com/watch?v=1cR-FuVcRw8this video has more info on it.
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Post by Guggenheim on Oct 8, 2021 15:29:25 GMT -5
Well, I suggest just a speed mapping challenge without prize.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 1, 2022 5:01:20 GMT -5
I kinda wanna take part in this...
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Post by knightmare on Feb 1, 2022 14:57:45 GMT -5
Its mostly a quake 1 mapping tool with Q2 and 3 included as extra, but with no extra improvements at all since TB itself is Quake 1 mostly. AFAIK Trenchboom doesn't support the surface/content flags and light value that the Quake2 .map format adds, so you'll be at the mercy of the default values in the .wals themselves. In effect, you won't be able to adjust surface lights, warping and flowing textures, water currents, translucency, slick surfaces, mist brushes, or anything that uses flags added by modified Q2 engines.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 2, 2022 5:04:09 GMT -5
AFAIK Trenchboom doesn't support the surface/content flags and light value that the Quake2 .map format adds, so you'll be at the mercy of the default values in the .wals themselves. In effect, you won't be able to adjust surface lights, warping and flowing textures, water currents, translucency, slick surfaces, mist brushes, or anything that uses flags added by modified Q2 engines. There are no default .wal values for light textures or any other textures for that matter. I've had to manually change surface and content values for every single light texture and hint/skip/clip/trig and liquid texture. This needs fixing to get anywhere close to Radiant's handling of these default properties.
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Post by grieve[Q2C] on Feb 2, 2022 7:31:30 GMT -5
not sure if I get you right ..... the flags and the light values ARE stored within the .wal files. just open one with Wally and look at the texture properties. small light fixtures usually have a light value of 10000 and the light flag on.
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Post by knightmare on Feb 2, 2022 13:45:59 GMT -5
There are no default .wal values for light textures or any other textures for that matter. I've had to manually change surface and content values for every single light texture and hint/skip/clip/trig and liquid texture. This needs fixing to get anywhere close to Radiant's handling of these default properties. You mean that Trenchboom doesn't read and apply the .wal default properties to brushes/surfaces, and you have to set them in another editor? If Trenchboom isn't aware of those, it probably doesn't even write 0 values for them in the .map file, either.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 4, 2022 16:22:28 GMT -5
No I apply the values to them manually in trenchbroom. What I aam saying is for some reason, QERadiant and basically every other editor, I assume, reads the .wal file's values properly.
This is something the devs for trenchbroom need to address. Everything else works great in TB, but having texture values work correctly, and also having the lights give off their assigned color - like they do in radiant - would be great.
I have to check out the sourcecode and see where these things can be implemented, and test them out.
So are you saying that .wal files get assigned their values when they're created in the editor, like wally?
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Post by knightmare on Feb 4, 2022 19:04:38 GMT -5
Yes, pressing F1 in Wally brings up the Texture Information dialog, where all that gets set. Unfortunately, it doesn't allow setting all 32 possible flags each for surface and content properties, so any custom flags will need to be hacked in via hex editor.
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