Author Topic: Texture Trouble  (Read 7913 times)

Mango

  • Posts: 40
  • Turrets: +0/-0
Texture Trouble
« on: December 14, 2006, 05:44:22 am »
I am trying some experiments with mapping, and was testing the window texture that appears in Niveus Outpost.





Now why do you suppose that happened? The preview in GTK Radiant was fine.
img]http://img138.imageshack.us/img138/5191/watchouttheybitezk9.png[/img]

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Texture Trouble
« Reply #1 on: December 14, 2006, 07:14:13 am »
I have no idea, but that's a damn good looking effect you got there  8)

holyknight

  • Posts: 998
  • Turrets: +4/-2
Texture Trouble
« Reply #2 on: December 14, 2006, 07:21:37 am »
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

Mango

  • Posts: 40
  • Turrets: +0/-0
Texture Trouble
« Reply #3 on: December 14, 2006, 07:38:21 am »
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!!
img]http://img138.imageshack.us/img138/5191/watchouttheybitezk9.png[/img]

vcxzet

  • Guest
Texture Trouble
« Reply #4 on: December 14, 2006, 08:16:48 am »
put something opaque behind that brush
think of a window that has nothing behind it (nothing)

Mango

  • Posts: 40
  • Turrets: +0/-0
Texture Trouble
« Reply #5 on: December 14, 2006, 08:32:32 am »
There is something behind it. And I just noticed that all the textures are smaller (look closer.

Any ideas?
img]http://img138.imageshack.us/img138/5191/watchouttheybitezk9.png[/img]

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Texture Trouble
« Reply #6 on: December 14, 2006, 10:22:50 am »

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Texture Trouble
« Reply #7 on: December 14, 2006, 07:06:10 pm »
Certain shaders with transparency work better as a patch mesh instead of a brush.

LinuxManMikeC

  • Posts: 125
  • Turrets: +0/-0
Texture Trouble
« Reply #8 on: December 14, 2006, 08:51:50 pm »
Quote from: "Taiyo.uk"
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.
b]Embrace your inner penguin 8)
GtkRadiant Wiki (under construction)[/b]

Basilisco

  • Posts: 592
  • Turrets: +24/-5
    • http://wilhelmrahn.googlepages.com/
Texture Trouble
« Reply #9 on: December 14, 2006, 10:05:50 pm »
You should leave it that way, it looks awesome :D

stalefries

  • Posts: 169
  • Turrets: +2/-0
    • http://stalefries.googlepages.com
Texture Trouble
« Reply #10 on: December 15, 2006, 07:09:55 pm »
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.
color=green]:[/color]nac:stalefries
My boring website that you hate | GRAAAAGHH!

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Texture Trouble
« Reply #11 on: December 15, 2006, 08:20:16 pm »
Obviously not at all the effect you were looking for, but the hundreds of triangular window panes do look quite nice.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Mango

  • Posts: 40
  • Turrets: +0/-0
Texture Trouble
« Reply #12 on: December 16, 2006, 05:19:23 am »
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.
img]http://img138.imageshack.us/img138/5191/watchouttheybitezk9.png[/img]

Thorn

  • Guest
Texture Trouble
« Reply #13 on: December 16, 2006, 12:10:57 pm »
The surface inspector IS what you use to sort textures out  :roll:

>>>> Survivors mapping guide <<<<

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Texture Trouble
« Reply #14 on: December 16, 2006, 12:26:20 pm »
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.
I’m busy. I’ll ignore you later.

LinuxManMikeC

  • Posts: 125
  • Turrets: +0/-0
Texture Trouble
« Reply #15 on: December 16, 2006, 06:29:46 pm »
Quote from: "Mango"
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 :) .
b]Embrace your inner penguin 8)
GtkRadiant Wiki (under construction)[/b]

Lava Croft

  • Guest
Texture Trouble
« Reply #16 on: December 18, 2006, 12:07:57 pm »
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!

Catalyc

  • Posts: 214
  • Turrets: +2/-0
Texture Trouble
« Reply #17 on: February 09, 2007, 02:46:35 am »
If you want to fix it try making the brush with the window shader a detail brush.
ttp://tremmapping.pbwiki.com/

::ThePredator

  • Posts: 90
  • Turrets: +0/-1
Texture Trouble
« Reply #18 on: February 09, 2007, 03:44:25 am »
Add a frame and make a map out of it, then get it into the rotation on the next release.

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
Texture Trouble
« Reply #19 on: February 09, 2007, 04:29:24 am »
I had the same problem, solved it by editing in 1.4 and compiling with 1.5.

And yes, that does look very cool.

n00b pl0x

  • Posts: 2412
  • Turrets: +55/-168
Texture Trouble
« Reply #20 on: February 09, 2007, 09:35:46 pm »
use both in the same room
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?