Null
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Posts: 555
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Post by Null on Apr 19, 2015 14:05:53 GMT -5
Trenchbroom V1.0 is the Quake 1 version. The Q2 Addon has been made before V2.0 and lets you add q2 entities and textures, but not surfaces needed for ladders. Those you could add manually but since it requires editing the map file in a text editor it's not recommended unless you know what you're doing. In the past I'd cut and paste those flags from another editor like Qoole or Quark.
On the other hand Trenchbroom V2.0 has full native Quake 2 support including surface flags. It's interface has been reworked and it's the version ideal for what you need.
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Null
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Post by Null on Apr 19, 2015 10:14:06 GMT -5
Hey kropp! It's great to see you starting to learn mapping, and you've made the right choice with Trenchbroom. I recommend using TrenchBroom V2 which has full Quake 2 support, since Trenchbroom 1.0 doesn't support surface flags needed for ladders/ice. Just email kristian.duske@gmail.com and he'll send you a link to his latest version.
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Null
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Posts: 555
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Post by Null on Apr 17, 2015 19:18:23 GMT -5
If you create wal files larger than 256x256 you'll get an error. So you still need to configure the output format to make sure it's within Q2 limits. (It's only for pcx, and tga files that you can have files larger than 256.) Did you limit the wal output size to 256 when exporting? Try the following settings as shown in the red box and see if that helps:
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Null
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Post by Null on Apr 17, 2015 1:22:38 GMT -5
Yup, that seems more like a map error.
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Null
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Post by Null on Apr 16, 2015 9:23:59 GMT -5
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Null
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Post by Null on Apr 15, 2015 20:10:30 GMT -5
This means that the JPG's I am making the wals from also have to be with in 256 and 512? No, the input jpgs can be any size you like, it's only the pcx output that will be resized to fit 256, 512 or whatever you specify in the app. This tool can also accept other formats: wall, tga, bmp, png, gif, and tif.
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Null
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Posts: 555
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Post by Null on Apr 14, 2015 19:52:38 GMT -5
there is a limitation on the size of pcx files to 256 and 512. I know that there are jpgs that are larger than that in my hoard. Yes this is strictly a Quake 2 limitation for its ancient pcx format. The above app can also automatically scale all your files, either one at a time or entire folders. The images are ones I have grabbed from various free texture sites. I am not selling them, just trying to get them to work. If I get this accomplished would it be Kosher to donate the wals and textures in this case, as they were made to be used in free games? Yes feel free to donate them, as someone here could find them useful.
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Null
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Posts: 555
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Post by Null on Apr 14, 2015 11:47:57 GMT -5
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Null
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Post by Null on Apr 14, 2015 11:19:50 GMT -5
No please don't stop. You might have misunderstood me, because we need this kind of feedback. What you're doing is awesome!
You have a great eye for details, which is something you're very good at, better than me any ways. My expertise is quite different and it involves watching players, getting feedback and trying to make them happy. This is a tricky struggle that I don't always win. I would never even have spotted some of the flaws you found here, so that's is why its good to have someone like you on board with hawk eyes. I really appreciate it too, and I don't see it in any form as some kind of interference, but just the contrary. I love what you have said, because it made it clear that now even spirit has something to work on.
We're a community and each member has their strong sides, and weak sides. The goal is to overtime learn from each other and balance them in a way in which we can all learn something and get better. The wealth of knowledge that we take away here will help us make maps that are both beautiful and everyone will want to play. I think that is a reasonable goal for all of us. You're an integral part of that, because if there's anyone here who can spot these kinds of technical flaws, it's is you, and we need you very much!
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Null
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Posts: 555
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Post by Null on Apr 14, 2015 10:56:57 GMT -5
Margaal has some valid points. But as much as the details are important, I have to agree with giftmacher. I know it's sometimes hard to see this when you get lost in the details. One can even go mad that way. There's even a saying, that devil is in the details, so don't lose yourself in the process and let him consume your soul And if there's anything that the mappers should take away from this contest it is this. DM suitablity is the main key to making your map successful long term, and if you failed here, to the players the rest will not matter either. There are plenty of beautiful maps that don't see the light of day, and never get played, because their creators didn't quite understand this important and crucial fact. If you're making a multiplayer map, in the end you're making a map for the players. A well designed Gameplay will always overrule any esthetic or technical shortcomings the map might have, If the map flows and plays well, the players will forgive you and might not even notice anything else. They're more likely to appreciate the though that went into making them happy. What spirit does, in the initial stages of design with pen and paper goes a long way to ensure player happiness, possibly even at the expense of his own happiness. He first creates the core layout, roughs out the map's character, in the top down matter, before he begins to fleshes it out. It's a time consuming art form, that most don't entertain. On the other hand, if you don't give this stage much thought and work bottom up, you might get into trouble later trying to fit a fun layout that flows. This shouldn't be left to the last minute, but should be the focal point of your whole design. I've seen maps that look like crap, but played well, and survived the test of time. So if it plays well, it can still win with a beautiful map that plays horribly. In order to understand this better, you have to have close contact with players and their feedback. They're quite moody, but also quite fair. And there are many factors that fall under DM suitability, but just a handful of core ones that ensure success. I'll go over them in a little more detail later. So in conclusion: To create a fun user experience isn't easy but it is well worth the trouble. It is also an art that needs great attention, probably more than esthetics. I think we shouldn't be making maps for ourselves, but for our players, who will ultimately decide if they are any good in the end... good enough to keep.
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Null
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Posts: 555
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Post by Null on Apr 13, 2015 1:25:31 GMT -5
WOW! I can say this exceeded my expectations and then some. Was only hoping for 2 sentences per map max, so this is an unexpected surprise, thorough and to the point! I'm sure the mappers will appreciate it, and over time rage will be replaced with overwhelming joy lol. You surely toppled WizardExt essay, although you both went above and beyond what was required. Hell, maybe next time you should be a judge, although we wouldn't want you to hurt your keyboard or sanity, with 'f' and 'y' already out of commission... This feedback probably amounts to the work of two or more people right there, so you did great. You deserve rest, but given you're probably a workaholic looking for the next fun assignment I'm sure you'll recover quickly. Now If only the other judges opened up and followed your example to some degree, that would be awesome. I think for all the work the mappers put in, including yourself cocerello, they deserve a nice thorough diagnostic assessment to help them understand where they went wrong, and what they could improve upon. Numbers are one thing, but they are quite detached and lifeless. A written analysis is more tangible and is easier to translate into actual map updates, quick fixes, and enhancements.
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Null
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Posts: 555
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Post by Null on Apr 12, 2015 14:25:50 GMT -5
I would love to, but as i am using a semi-public connection, that will be impossible. If you can't use MIRC just use a web based IRC client. I just tried this one and it works fine, example: kiwiirc.com/Channel: #q2cafe Server: irc.enterthegame.org
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Null
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Posts: 555
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Post by Null on Apr 12, 2015 14:25:44 GMT -5
Sweet, my pun was captured in image form so it can live on in infamy! On a semi-related note, I have a great counter to that classic prank call...
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Null
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Posts: 555
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Post by Null on Apr 12, 2015 14:23:15 GMT -5
I would love to, but as i am using a semi-public connection, that will be impossible. If you can't use MIRC just use a web based IRC client. I just tried this one and it works fine, example: kiwiirc.com/Channel: #q2cafe Server: irc.enterthegame.org
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Null
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Posts: 555
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Post by Null on Apr 11, 2015 13:50:23 GMT -5
Here's how you can Join our Chat Room, and discuss whatever you like: To get started, install MIRC: www.mirc.com/get.htmlSelect random EnterTheGame server by double clicking on it: Type your name and connect: After connecting, you'll get a popup box. There type q2cafe. Start Chatting! To ever get back to the above options:
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