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Post by giftmacher on Nov 25, 2014 18:05:54 GMT -5
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Post by giftmacher on Nov 25, 2014 18:33:15 GMT -5
Regarding the remake of Q1 E1M2, I don't understand how to work the folders... I see you guys put your stuff in "mapname" folder in baseq2/textures, sounds etc. But for this map when I put my textures in anything other than baseq2/textures the game can't find them, like baseq2/textures/giftdm5 does not work. Any ideas?
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Null
Gladiator
Posts: 555
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Post by Null on Nov 25, 2014 20:40:10 GMT -5
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Deleted
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Post by Deleted on Nov 26, 2014 11:22:01 GMT -5
Regarding the remake of Q1 E1M2, I don't understand how to work the folders... I see you guys put your stuff in "mapname" folder in baseq2/textures, sounds etc. But for this map when I put my textures in anything other than baseq2/textures the game can't find them, like baseq2/textures/giftdm5 does not work. Any ideas? Hi Giftmacher how Add textures in quark just follow this link leray.proboards.com/thread/3430/hello-help-textures-quake-quark
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Post by giftmacher on Nov 30, 2014 9:47:21 GMT -5
Thank you Margaal your tutorial helped, one thing still bugs me, after making my "e1m2" folder with all the Quake 1 textures in it the compile wont work. It is still searching for the textures in baseq2/textures. However when making a new map and using some e1m2 textures and compiling the folders work and it creates a e1m2 folder with textures in it. So do I have to re-texture the map with the re-located textures to fix this problem?
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Deleted
Deleted Member
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Post by Deleted on Nov 30, 2014 11:08:56 GMT -5
Yeah...Quark still searching and use these old textures directory...baseq2/textures
Normally before you start with a new map.. you first create a new texture folder in baseq2/textures/giftmacher1 with only your ( *.wal files ).
Yes you must re-texture the map. you need to change each used texture manually in quark editor. start your map in Quark editor.....go to search....search en replace texture.......in whole map.. for example...
e1u1/damage1_1 must be change in giftmacher1/damage1_1
------------------------------------------------ Remember: high resolution textures *.tga can only be used in enhanced Q2 Engines, and can not be used in Quark editor. copy *.tga files later to your baseq2/textures/giftmacher1 directory.. ------------------------------------------------
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Dec 1, 2014 9:07:35 GMT -5
You can easily do a Find-and-Replace on the .map file in any decent text editor in about 1/20th of the time Have you submitted your DM maps to Quadz over at Tastyspleen for addition to the Mutant server? At one point, he had an automated submission option available, too: forum.tastyspleen.net/quake/index.php?topic=5077.0
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Deleted
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Post by Deleted on Dec 1, 2014 10:38:58 GMT -5
You can easily do a Find-and-Replace on the .map file in any decent text editor in about 1/20th of the time Hmmm there are many ways to RoMe... Yeah... It`s possible If you used a clean texture, ( without your own texture folder ). Unfortunately, option above it is not the right way to learn the Quark editor... because the *.wal texture itself is also linked, ( each *.wal file inside has a path name ).
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Post by giftmacher on Dec 3, 2014 9:38:16 GMT -5
Uff.. that will be a blast When I can free up some mapping time, for now it will have to do.. Maybe submit Q2E1M2 when I've done the folders correctly.
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Null
Gladiator
Posts: 555
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Post by Null on Dec 7, 2014 2:44:11 GMT -5
Just curious, when is the final version of E1M2 remake coming out?
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Post by giftmacher on Dec 8, 2014 13:57:44 GMT -5
I don't have any time to map right now, the texture folders needs to be done, that's a lot of work. Didn't get the models done, tinkered with it but couldn't get it to work in the end. If you would like to make something of it for your weapons server I could send you the .map file. Torches would be the final touch but would those show up in classic Q2?
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Null
Gladiator
Posts: 555
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Post by Null on Dec 8, 2014 15:17:53 GMT -5
Sure you can send me the .map file. I'm sure correcting the texture paths isn't going to be that big of a problem. Probably as simple as running the replace command in a text editor. Since torches aren't part of regular q2, ATM they'll be visible in environments that support Lazarus code. So if you can, please send me the most complete .map file with the models/torches already placed. Cheers.
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Deleted
Deleted Member
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Post by Deleted on Dec 9, 2014 16:44:38 GMT -5
Didn't get the models done, tinkered with it but couldn't get it to work in the end. =========================================message deletedleray.proboards.com/thread/3198/q2-models-usemessage deletedOh I've missed a few posts...... Null is already helping!... ......then I'm going on vacation.... =========================================
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Post by giftmacher on Dec 13, 2014 11:16:13 GMT -5
Yes Null helped me a lot with the models, for the next map I will be better prepared with folders and stuff I added two more maps to the list, giftdm2 and giftdm3, they are nothing spectaluar just two simple maps. They have been finished for some time.. since there is some activity going on now I figured I'll help keep the energy up by posting them
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