Null
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Post by Null on Dec 9, 2016 19:01:51 GMT -5
To make textures slimmer you can use the Scale X Y and shift/offset. To make the brushes slimmer, you can scale them, and you can make organic surfaces and rocks around the waterfall like above using vertex editing:
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Null
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Post by Null on Dec 9, 2016 18:48:42 GMT -5
With Surface flags: Flowing flag makes the surface look like it is moving. It is usually used along with the current_ surface properties to create the effect of a river flowing. It will move in the direction of the texture so if you wish it to flow in a different direction then you need to adjust the rotation of the texture. More information: panjoo.tastyspleen.net/rust/tutorials/surface_properties/surface_properties.htmlTrenchBroom2:
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Null
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Post by Null on Dec 9, 2016 0:39:12 GMT -5
That's a start! Looking forward to seeing what you'll make
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Null
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Post by Null on Dec 7, 2016 2:09:32 GMT -5
For some things Trenchbroom 2 is gimmicky like that. I recommend trying an earlier version. As a work around I wouldn't use Trenchbroom2 to compile the bsp, only save the map file, and use a batch file to compile it afterwords, which is almost as quick. Example batch file:
@echo OFF SET mapname=some_mapname QBSP3.exe -threads 6 %mapname% ::QVIS3.exe -threads 6 -fast %mapname% QVIS3.exe -threads 6 %mapname% QRAD3.exe -threads 6 %mapname% arghrad.exe -threads 6 -v %mapname% ..\..\r1q2.exe +set cheats 1 +set game weapons +map %mapname% pause
--- This way you can fine tune a certain step, ex just do the lights:
arghrad -nocolor -minlighta 5 -maxlighta 170 -radmin 10 -choplight 64 -gamedir C:\quake2\baseq2\ -moddir C:\quake2\baseq2 C:\quake2\baseq2\mapname.bsp pause
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Null
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Post by Null on Dec 7, 2016 1:49:04 GMT -5
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Null
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Post by Null on Nov 7, 2016 20:00:06 GMT -5
Hi guys! Glad to see you too. I will try to stop by more often. Just busy with life and stuff. Glad you guys are still here. Take care. Hey Le Ray, Good of you stop by But we need more life on this forum! Right now it's just not happening under current management as far as anyone can see. We haven't had a contest in years and it doesn't look like another one will ever be organized. And just so you know, I'm still waiting for that administrator position if one is still open Let's hope this comment will not be deleted, because this place is in some desperate need of life
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Null
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Post by Null on Nov 7, 2016 19:31:10 GMT -5
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Null
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Post by Null on Jul 2, 2016 20:39:00 GMT -5
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Null
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Post by Null on Jul 2, 2016 14:17:22 GMT -5
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Null
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Post by Null on Jul 2, 2016 13:39:11 GMT -5
Hi, Here's what you'll need to do: To convert your model you'll need this max plugin: forum.tastyspleen.net/quake/index.php?topic=17252.0 (max -> md2 exporter / importer) To convert textures: leray.proboards.com/thread/3568/tools-scale-models-convert-textures (any texture -> pcx converter) www.quaketerminus.com/tools/wally_155b.exe <--- You can also use wally to convert textures to pcx Typically MD2 Models should be less than 1200 polys for lower tear monsters. Before exporting make sure your model is an "Editable Mesh" not "Editable Poly" in max, and that you select your object(s). PCX Textures need to be 512x256 max. For berseker you must replace the files in the following folder: Quake2\baseq2\models\monsters\berserk\ tris.md2 (main model) Your animations should match the original frame sequences: stand, walk, run, attack, run attack, slam, duck, fall, pain death, and the total animation frame count should be 243 otherwise your model's animation will be out of sync. It's best you import the original model using the above md2 importer or q2 modeler and inspect the animation sequences: www.moddb.com/games/quake-2/downloads/quake-2-model-editor-v090The default berserker texture is 244x194 pixels, but you can scale it up to 512x256 and retouch it for better quality. skin.pcx (main texture) pain.pcx (hurt texture) (If you don't have these files, you must extract them from Quake2\baseq2\pak0.pak using Qped --> panjoo.tastyspleen.net/downloads/qped211.zip ) Hope that helps
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Null
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Post by Null on Mar 15, 2016 15:05:34 GMT -5
Awesome! Thanks Kristian. We will certainly make use of this great editor. Please keep up the great work
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Null
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Post by Null on Jan 30, 2016 6:59:24 GMT -5
Wow, awesome map Margaal! Love the design and layout! Cheers Man
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Null
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Post by Null on Jan 30, 2016 6:53:47 GMT -5
Hey Jitspoe, How's it going man?... long time no see! Ah, the old Null Exception... I swear... wasn't me... dindu nuffins... lol Haha, rigging databases if for tourists! I only rig contests on April Fools
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Null
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Post by Null on Dec 9, 2015 20:13:18 GMT -5
Hey Kits, This already has been fixed on our side. Just use "accel" "60" (this replaces 150 velocity multiplier with 60) and "volume" "0.7" to reduce earthquake volume, so overall it can be tamed I'm submitting the castle / tsunami map which will have these values in case you need to examine it further. Cheers,
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Null
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Post by Null on Sept 8, 2015 21:31:53 GMT -5
Trenchbroom V1 doesn't have full Q2 surface support, so things like the sky you'll have to tag in another editor like Qoole. If that's too much of a pain, I recommend getting Trenchbroom V2 that natively supports Q2. It isn't officially out yet.... But if you contact the author Kristian at kristian.duske@gmail.com, he should be able to send you a link to the latest beta version. Also if you send a pm to Kitsune on this forum, he should be able to hook you up with the latest copy of V2 as well. You might also find this helpful when learning Trenchbroom: leray.proboards.com/thread/3616/trenchbroom-shortcut-cheatsheet
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