Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 18, 2005 22:22:47 GMT -5
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Dec 5, 2005 12:15:18 GMT -5
other editors, like DREAD, are rather for blocky, samey, dull maps which all look like any generic, unnecessary Maiiirck-map. I like Maiiirck maps - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 18, 2005 22:01:38 GMT -5
What happened to Leray? - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 17, 2005 2:10:23 GMT -5
Making a few blocks is easy. It's finding the right texture set that's the problem. - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 14, 2005 20:50:50 GMT -5
The mosaik thing probably wouldn't work out, but it'd still be fun Picture Relate: Basically you keep fidling with the sliders until you find a texture that closely resembes the original. Then you use it instead of having all these extra textures included. 1024x768: members.shaw.ca/mccall1/picrelate.jpg
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 13, 2005 13:50:56 GMT -5
My overly complex scheme of finding matching textures rather than looking on my own ;D
Step 1: wal2tga, coupled with Grieve's batch file Converts all quake2 texture files to .tga
Step 2: Paint Shop Pro Batch converter Converts all .tga files to .jpg for program in...
Step 3: MGCSoft Gamma Tweek(tm) : 1.0.0.1 Changes gamma of all .jpg in folder to something legible.
Step 4: PictureRelate v2.0 Compares selected texture or picture with all files in a folder and its subfolders, to find the original Quake2 texture it most resembles.
(Optional) Step 4.5: Use Mosiac program to combine 3+ textures to form specific wall pattern
Step 5: Build room or map replica of desired scene requiring only the map .bsp file for distribution.
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 14, 2005 20:29:25 GMT -5
I use the same variable to give the output file its name. that means, the command which effectively is executed is " wal2tga base1.wal base1.wal"Oh how sneaky! I've been using windows too much to think of such sneakiness! - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Apr 13, 2005 12:17:27 GMT -5
Thanks for treating me like a total n00b, it shows there are people willing to help. I'll try it out and let you know.. ------------------------------------ I don't understand this line: ren ..\temp2\*.wal *.tga Why am I renaming .wal to .tga? I thought this thing converts them already? You seem to be going all over the place. Why not just copy q2.pal to all the texture folders and convert the files in each one instead of using these temp folders? Thanks for your help, that post looks like it took you a while to set up. I'd really like to know what this %%e does.. (pretty much what you're talking about) ================================== OMG That worked Perfectly! That's exactly what I wanted! Now, how about a DOS tga-2-jpg? I'd use Paintshop Pro but if I could get it all into one batch file that'd be better If not, no problem, you've done plenty already - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 9, 2005 22:02:57 GMT -5
Thanks but... I tried *.wal (385 files) and Wally crashed. +*.wal (files starting with a + sign, 25 files) It crashed alarm0.wal - Wouldn't you know it, it crashed! No matter what I put under Wildcards, even if I change the output extension, Wally closes! - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Apr 1, 2005 20:49:27 GMT -5
As you can see the texture folder does contain .WAL files and Wally seems to be set up correctly obviously I'm doing something wrong... 1024x768 screenshot: members.shaw.ca/mccall1/wally_batchl.jpg- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Mar 30, 2005 2:21:44 GMT -5
I can't believe how difficult this is to find! I need a batch .wal to .pcx or .jpg converter to convert all 2100 textures from Quake2 into something Paint Shop Pro reads. Wally doesn't read the directories so I need something else! - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Feb 18, 2005 20:30:43 GMT -5
I have an enemy spawner on map_A and a Target_crosslevel_trigger on map_B. When I go from A to B, the Spawner is activated and a guy appears in front of me. I kill him, then go back to map A, via changelevel, and then back again to map B. The guy's not there. How do I get a Crosslevel_trigger to fire more than once? Thoughts: 1. I can't put a trigger_multiple in map_B or else guys will continualy spawn. I can't set a delay between triggerings because if I finish him fast and return or stay too long, he won't be there or another one will spawn. 2. I would prefer this area to be on another map so as to set a CD track for the battle. If all else fails, I'll forget that idea and just teleport to another room. Think of it as how an RPG works. You enter a battle, music changes and an enemy appears. You run away or win, enter another battle, and same thing happens all over again. - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Feb 20, 2005 8:14:07 GMT -5
Remove the HUD: Use the minus sign to shrink the screen until the HUD is in the background. Then crop the image. As for the gun post, I have a bind that sets the FOV to 91. Very Simple - Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Jan 22, 2005 5:13:05 GMT -5
How about adding some negative lighting near them or give them a negative light tag?
- Mike
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Sept 21, 2007 0:33:07 GMT -5
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