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Obscure Mapping Facts

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  • Baker
    replied
    Odd discovery ...

    real wall and clip texture = compile
    func_wall and clip texture = no compile
    skippy = doesn't like my map, lol (Tyrann's skip remove utility)

    /no invisible barrier that doesn't affect map lighting/vis for me, I guess

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  • Baker
    replied
    texture name limit of 15 characters
    Last edited by Baker; 08-20-2006, 12:51 AM.

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  • Lardarse
    replied
    Brush model items have their origin at a bottom corner, not the bottom middle. If you use a well-made entity definition file, like the one that comes in the WorldCraft pack that Baker made, then it's obvious...

    http://www.quakeone.com/qadapter/

    Leave a comment:


  • Baker
    started a topic Obscure Mapping Facts

    Obscure Mapping Facts

    This is sort of a perma-thread for weird limitations/caveats in developing a map for Quake. Additions/corrections welcomed! Off-topic chatter discouraged.

    Textures Sizes

    Textures dimensions must be in multiples of 16. 192 x 120 is not a valid texture size, but 192 x 128 is a valid size.

    Fullbrights

    GLQuake does not support full-brights. Many newer engines have this implemented: JoeQuake for certain and I believe FitzQuake, aguirRe's Enhanced GLQuake Quake, DarkPlaces. GL ProQuake does not have it. Need to check each engines and Win builds for exact confirmation.

    Brush Models

    Brush models -- health boxes, ammo boxes, mega health -- are different than other models (armor, weapons) in that they are very simple maps. They do not receive lighting from the map, they internally have their own lighting.

    Brush models should not be placed right up next to a wall (get more information on why this is a problem).
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