Tremulous Forum
Media => Mapping Center => Topic started by: Mango on December 14, 2006, 05:44:22 am
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I am trying some experiments with mapping, and was testing the window texture that appears in Niveus Outpost.
(http://img98.imageshack.us/img98/8093/shot0001bj1.jpg)
(http://img221.imageshack.us/img221/6799/shot0003sf2.jpg)
(http://img247.imageshack.us/img247/6749/shot0002xp1.jpg)
Now why do you suppose that happened? The preview in GTK Radiant was fine.
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I have no idea, but that's a damn good looking effect you got there 8)
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I have no clue what you are talking about... you mean those red lines or the light? But w/e, they both still look really good, so don't worry about it and finish that map already :P
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I mean the fact that the windows are midgets. Haven't you played Niveus? You know the window room? It's supposed to be big! Not a swarm of dwarfs!!
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put something opaque behind that brush
think of a window that has nothing behind it (nothing)
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There is something behind it. And I just noticed that all the textures are smaller (look closer.
Any ideas?
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http://tremulous.net/phpBB2/viewtopic.php?t=1701
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Certain shaders with transparency work better as a patch mesh instead of a brush.
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http://tremulous.net/phpBB2/viewtopic.php?t=1701
Just commented on that topic http://tremulous.net/phpBB2/viewtopic.php?p=37370#37370
Getting the latest version of q3map2 included in GtkRadiant svn revision 124 might solve your problem Mango.
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You should leave it that way, it looks awesome :D
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I LOVE the effect! It's like those houses where they have the glass cubes all stacked for windows, except yours are triangular pyramids. I would leave it like that, it looks great.
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Obviously not at all the effect you were looking for, but the hundreds of triangular window panes do look quite nice.
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Well, even though it looks nice, I'd like to be able to compile properly. I checked out the other thread(http://tremulous.net/phpBB2/viewtopic.php?t=1701), but I'm not entirely sure how to go about fixing it.
I don't think I'd be able to use q3map2, whatever that is because I am using the Mac version of GTKRadiant.
Do you think changing the scale in the surface inspector would work?? (Not able to test right now) It doesn't do this for any other of the games I use GTK with.
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The surface inspector IS what you use to sort textures out :roll:
>>>> Survivors mapping guide (http://www.tremulous.info/index.php?module=download&action=show&id=37) <<<<
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http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#SurfaceInspectors = easier
Although it won't fix compile errors. But it's common that the textures for large areas actually are small resolution.
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I don't think I'd be able to use q3map2, whatever that is because I am using the Mac version of GTKRadiant.
[...]
(Not able to test right now) It doesn't do this for any other of the games I use GTK with.
If you can install all the needed tools the compile may work now. It is fairly easy, as long as there are no problems. Though I'm not familiar with any of the previous problems with GtkRadiant on the Mac.
The reason it doesn't do this for any other games is becaus it is likely a compile problem. All your other games have support built into q3map2. That is the program that is run when you click on items in the build menu. It compiles your map into a bsp. If you feel adventurous, try following the instructions at this link.
http://zerowing.idsoftware.com/viewcvs/radiant/GtkRadiant/trunk/COMPILING?view=markup
Otherwise, could some guru of a Mac user give it a shot? Would do it myself if I had a Mac :) .
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The effect shown in the last screenshot is so fucking cool, I demand you put that in your map! Just look at it, so sweet!
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If you want to fix it try making the brush with the window shader a detail brush.
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Add a frame and make a map out of it, then get it into the rotation on the next release.
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I had the same problem, solved it by editing in 1.4 and compiling with 1.5.
And yes, that does look very cool.
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use both in the same room