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  • WWII ?
    Well maybe after I blow it up we will see,hehe
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    • I am working on the mountain and wonder if there is a tut for patching the cracks to not fall through the gaps in the irregularity with hulls..I followed one for rockwork on Ka'ts for the initial work but I like the way the boulders look better than the twisted grids.
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      • How can I add custom monsters to the menu? I am working on the Boss for this map and wonder if I can add a custom .mdl without too much code work or converting to ase?
        link for the video clip of the animation for travel since every video host i use has decided to change the fukin uploader.http://www26.zippyshare.com/v/49790475/file.html
        Skinning a snake is harder than it looks lol!
        Last edited by bluntz; 01-30-2013, 10:33 PM.
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        • doh nothing works anymore,wtf changes every time I get videos to embed.
          I sure could use that custom video hosting MG.
          http://youtu.be/oHIIgygrV2I
          [ame]http://www.youtube.com/watch?v=oHIIgygrV2I&list=UU7-rYrOJkmqcnZEm0rtLaJA&index=1[/ame]
          Last edited by bluntz; 01-31-2013, 08:49 AM. Reason: http://s1183.beta.photobucket.com/user/wick3dbluntz420/media/Slither_zpsda73ea0f.mp4.html
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          • @Bluntz - I have dedicated my LIFE to finishing this damn thing. If you saw what I have and where I'm going with it you would be like "Oh Fk!". Giving you a player isn't going to solve your problems, cause then you will have all kinds of dumb shit to do every time you want to make a new video page (like make a new page). This also gives you no way to manage your media, describe it, or really "share" it. I'm solving all of that and (probably way too much) more.

            I worked 14 hours straight on it yesterday and I'm gonna pull another 10 or so today. I'm not kidding, and when I finish this, you will KNOW that I'm not kidding. When you open up my source and see that this is 10,000's of lines long and programmed in 5 different languages - you will understand what drug this out so long. It will be worth every minute you waited.

            I just woke up and I'll be working on it the second the coffee finishes brewing. Just like every day. (except wed & thur are the only days I can devote entire days to it).
            http://www.nextgenquake.com

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            • Originally posted by MadGypsy View Post
              @Bluntz - I have dedicated my LIFE to finishing this damn thing. If you saw what I have and where I'm going with it you would be like "Oh Fk!". Giving you a player isn't going to solve your problems, cause then you will have all kinds of dumb shit to do every time you want to make a new video page (like make a new page). This also gives you no way to manage your media, describe it, or really "share" it. I'm solving all of that and (probably way too much) more.

              I worked 14 hours straight on it yesterday and I'm gonna pull another 10 or so today. I'm not kidding, and when I finish this, you will KNOW that I'm not kidding. When you open up my source and see that this is 10,000's of lines long and programmed in 5 different languages - you will understand what drug this out so long. It will be worth every minute you waited.

              I just woke up and I'll be working on it the second the coffee finishes brewing. Just like every day. (except wed & thur are the only days I can devote entire days to it).
              WoW
              I had no idea it would take so much effort.Thanks for the work.Please don't forget this is a nix box.
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              • Originally posted by bluntz View Post
                I am working on the mountain and wonder if there is a tut for patching the cracks to not fall through the gaps in the irregularity with hulls..I followed one for rockwork on Ka'ts for the initial work but I like the way the boulders look better than the twisted grids.
                Clip brushes was the answer to this
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                • Nice. Consider exporting your boulders to OBJ and creating some more interesting model rocks in Blender. You can then reimport them into Radiant as .ASE models (katsbits has a tut). Crysis does this a lot.

                  Also, may I suggest FTE's heightmap based terrain to make better mountains.

                  Adding a monster to the menu? In the .def file (QUAKED entry). It has qc I hope.
                  Scout's Journey
                  Rune of Earth Magic

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                  • quick question....

                    in normal quake is something like a revolving door or a drawbridge that opens like the one in hexen2 possible?
                    and if so, how would you need to make this?

                    or can you only make brushes that move in normal quake and is rotating brushes something that wasnt possible in normal quake and they added it to hexen2?
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • Not doable in vanilla Quake.

                      With mods / QC, two ways.

                      1. Hipnotic rotating entities. This was introduced in Scourge of Armagon. This would mean that your map has to require Scourge of Armagon or any other mod that supports "hipnotic rotating entities". The most common modern mod to support this is Quoth. RMQ has it as well; not sure about Drake, but it just might. Search the Drake source for rotate_object if you want to know. This is the most common way to do it, but it is a hack and the collision is flawed. It might work for you though.

                      2. Real rotating bmodels that rotate the same way as in Half-Life, Quake 2 etc. To my knowledge, the only Quake mod that supports this is RMQ, but there is also an example mod I made. The latter can be downloaded here:

                      Downloads | The Realm of Blog Magic

                      Look for "rotating entities test mod". That mod is a clean progs.dat with only the rotating stuff added. It includes a testmap that demonstrates how to setup stuff. The "patch" download has improvements.

                      Method 2 requires engine support (FTE, Darkplaces, Proquake(?)) AND compiler support (hmap2, BSP2 compilers have this).

                      The difference is that the hipnotic rotating entities are a pain in the ass and you get a stairstep effect on rotating drawbridges etc (the collision is funky so it's like walking up stairs).

                      Method 2 will give you perfect collision.

                      Method 2 does not support rotating trains at this point.
                      Scout's Journey
                      Rune of Earth Magic

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                      • method 2 is available in my QC, Talisa (hl_doors.qc). I can give you the .ent definition for it if you need it.
                        http://www.nextgenquake.com

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                        • sure, would be great
                          would love to be able to have swinging doors and such in my maps, instead of only sliding doors

                          i think i might prefer hipnotic rotating brushes though, cuz its compatible with any engine
                          and not just only a few specific engines like the entities method


                          can has help on how to do these in my maps?


                          @GB
                          about drake...would this perhaps be what you mean? its one of the QC files of drake
                          oh, also another question.... anybody has or could make me game-setttings to be able to make maps for drake?
                          Attached Files
                          Last edited by talisa; 05-01-2013, 12:56 PM.
                          .
                          are you curious about what all there is out there in terms of HD content for quake?
                          > then make sure to check out my 'definitive' HD replacement content thread! <
                          everything that is out there for quake and both mission-packs, compiled into one massive thread

                          Comment


                          • Quoth: Mapping Tutorial

                            Here's a tutorial.

                            I remember I found this a little confusing, so if you happen to have any questions after reading that, feel free to ask.
                            Scout's Journey
                            Rune of Earth Magic

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                            • What you need is an ent. for Drake. That is a daunting task. Maybe you should contact "Drake" (lol) and see if he would share his ent with you.

                              Also the QC package i uploaded last night in JDSTONERs qc thread, has the ent and everything for rotation.
                              http://www.nextgenquake.com

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                              • hum..... i has a lil question....

                                im making a map, and im using textures from more then one wad.
                                how do i get the map to show properly in-game?

                                cuz i cant figure out how to make the map show up with all textures used in-game,
                                when i compile it it shows only the textures from one of the wads i used textures from
                                .
                                are you curious about what all there is out there in terms of HD content for quake?
                                > then make sure to check out my 'definitive' HD replacement content thread! <
                                everything that is out there for quake and both mission-packs, compiled into one massive thread

                                Comment

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