tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 5:18:11 GMT -5
Cool man. I've tried other compilers but will wait for yours cos it's the best.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 4:49:54 GMT -5
How long until the new compile tools are released? Will it be with the release of the next version of KMQuake2?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 1:14:50 GMT -5
Thanks guys I'll check that out later.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 16:49:24 GMT -5
Been taking progress shots of my maps in KMQuake2, but I cannot find the shots anywhere in the working directory - either the 'SCRNSHOT' folder OR the 'Screenshots' folder.
Is there any other place they could be? %appdata% maybe?
I'm using a fresh install of Windows 10 if that helps.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 16:12:52 GMT -5
It says it supports 220 format. I'll try it out today.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 15:48:14 GMT -5
I made them using Wally, but had to do alot of the selecting and manipulatiin in photoshop, then copy and paste back into wally amd then save them as .wal.
I'd love to do a hires version of them, but since I have red/green colorblindness, I might need some help with that...
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 5:58:21 GMT -5
I have been influenced by more modern games. Doom Eternal being one. But I am trying to get back to the style of Q2 a bit more, with the chunky architecture. Too much refinement in Quake 2 is a bad thing, and I seem to fight the editor alot trying to do that, so I try and stick to angles and geometry more suited to this game. It has it's own expressiveness that way, and doesn't try to look like newer games.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 5:18:18 GMT -5
What textures are used on a second screen? Custom textures I made using the "pillar1_1" texture featured in the 2nd mission units in vanilla quake 2. I got rid of the rivets and made it so it didn't look like light was shining from above. I got a whole heap of them in different sizes and shapes to cater for different brushwork.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:36:06 GMT -5
Just had a look at it on moddb. Looks pretty darn cool. I can see a few things I might use in my maps, but everything I've made has come outta my head hehe. I am inspired by that big 'small pile of gibs' map though, with my tunnels reflecting his a bit. I'm trying to establish my own style though. Can't rip off someone else's work entirely.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:27:45 GMT -5
No I haven't released a map by that name. Not sure if I've even heard of that map either. Was it an SP map or an MP map?
I used QERadaint to make most of these but lately I've been using Trenchbroom and I am in love with it. A few things I need to remember using Trenchbroom is that there are no default values for entities or brushes when using certain textures - you have to add them manually.
Also angles for entities don't have a button in TB like they do in radiant, so I have to manually type them in. It's easy once I remember. Other than that TB is ahead of Radiant in the texture manipulation department - I really like how I can rotate and scale the texture to fit the face perfectly - such a time saver!
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 4:10:21 GMT -5
Some areas tgat I hope to put in my maps soon. I'll add more if people wanna see them. Like Guggenheim's mapping corner thread, this will be my thread. Enjoy. I freaking love mapping for this game!
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 18, 2022 2:54:49 GMT -5
I was looking to find comfirmation of this Knightmare. This is awesome. I'll try getting my maps to support the 220 format.
Is there a way to import them into a new 220 format map in trenchbroom that you know of?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 13, 2022 22:33:50 GMT -5
Double precision...dude I got no idea what that means lol - my programming chops suck. I imagine the change is good?
I'll keep using trenchbroom for now, til another version of radiant comes out that I like...maybe 😉
Anyway. The compile works now that I've found the leak, and Arghrad's lighting is great too. I did try some updated tools off github but they just did not work the way that yours and argh's do, or those builtin compilers in radiant.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 13, 2022 18:38:48 GMT -5
I took a screenshot of the compile window along with my map in trenchbroom. where the tunnel is, the doors are not func_doors, so there's no leak there. Something about qbsp3 not splitting a plane? Could be a bad clip-cut in trenchbroom. I haven't this problem in QERadaint for a loooong time. Looks promising. Will it be SP map? Indeed it will be an SP map/unit. It's all I do.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 13, 2022 18:38:02 GMT -5
I found the issue. there was a leak in the tunnel but for some reason I didn't catch it until I used QERadiant's internal compiler. It's fixed now. Could be a bug in your compiler Knightmare...
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