Just a touch o Help?
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- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
Just a touch o Help?
Hi guys (n gals). I was mapping for TF but now I am all lost and I need all the necissary peripherals (download crap) for mapping. I guess you could say that this post is for -ED. Anyone who wishes to help, please do so. I would like to map, but I have this problem holding me back.
I need-
Texture Wad files (where? latest version?)
SDK, including map files, entity list and whatnot (where and which version?)
WHAT ELSE?
Thanks so much, in advance, of course.
-Slink
I need-
Texture Wad files (where? latest version?)
SDK, including map files, entity list and whatnot (where and which version?)
WHAT ELSE?
Thanks so much, in advance, of course.
-Slink
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
OKAY! Three things:
1) Funny, DD...
2)I'd hate to be a leech, but could you guys maybe direct me to exactly what files and where? (Like, show me where the files are? )
3)Why would I choose GtkRadiant over Worldcraft/VHE that I have been using for years? Is it so that we don''t have to do map format conversions?
Thanks-
Slink
1) Funny, DD...
2)I'd hate to be a leech, but could you guys maybe direct me to exactly what files and where? (Like, show me where the files are? )
3)Why would I choose GtkRadiant over Worldcraft/VHE that I have been using for years? Is it so that we don''t have to do map format conversions?
Thanks-
Slink
- predator
- Lead Mapper
- Posts: 1100
- Joined: Sat Aug 14, 2004 12:51 pm
- Location: Warsaw, Poland
- Contact:
No map convertions are necessary, you can use GtkRadiant just like you use other quake editors. I've converted latest version of transfusion.fgd to the format understood by GtkRadiant, so mapping for TF with it is very easy.
Why would you choose GtkRadiant rather than Worldcraft? Maybe because its just the best editor out there. Maybe because navigation in Worldcraft is ridiculous and horrible. Maybe because GtkRadiant is so much more user friendly.
I don't know, but one thing is certain - you don't have to use it. You can stick to Worldcraft if you like it.
Why would you choose GtkRadiant rather than Worldcraft? Maybe because its just the best editor out there. Maybe because navigation in Worldcraft is ridiculous and horrible. Maybe because GtkRadiant is so much more user friendly.
I don't know, but one thing is certain - you don't have to use it. You can stick to Worldcraft if you like it.
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
OK! Umm, I will check out Gtk... btw, what the hell does that stand for?
So, my question stands: do I use all of the SDK files on the Transufion page? ( http://transfusion.deathmask.net/files.php )
Thank ya,
-sLinK
So, my question stands: do I use all of the SDK files on the Transufion page? ( http://transfusion.deathmask.net/files.php )
Thank ya,
-sLinK
- predator
- Lead Mapper
- Posts: 1100
- Joined: Sat Aug 14, 2004 12:51 pm
- Location: Warsaw, Poland
- Contact:
If you map with Worldcraft you only need:
1) Texture wads (those from SDK)
2) Map compiler - there is new version of it, available on DP page. It is called hmap2 and it is just one program combining all three compilers: hqbsp, hvis and hlight. It has some cool new features that make lightning more realistic.
If you plan mapping in GtkRadiant you need
1) Texture wads
2) Map compiler
3) entity definition file - you will get it from me.
If you want to use Hammer you'll also need HL texture wads and HL->Quake map converter.
NOTE: The latest relese of GtkRadiant, which supports Quake (TF), is BETA, it is a bit buggy at the moment, but it will be fixed soon.
1) Texture wads (those from SDK)
2) Map compiler - there is new version of it, available on DP page. It is called hmap2 and it is just one program combining all three compilers: hqbsp, hvis and hlight. It has some cool new features that make lightning more realistic.
If you plan mapping in GtkRadiant you need
1) Texture wads
2) Map compiler
3) entity definition file - you will get it from me.
If you want to use Hammer you'll also need HL texture wads and HL->Quake map converter.
NOTE: The latest relese of GtkRadiant, which supports Quake (TF), is BETA, it is a bit buggy at the moment, but it will be fixed soon.
-
- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
It would be nice if people gave a more detailed description of what was wrong with animations, aside from simply calling them crap. Blood's weapon animations in themselves weren't extravagant, and there has been no intention to pretty them up with little idle sequences or whatnot. Now, if they are so bad that they don't look like the originals, then there might be something to be said for reviewing them.
That said, one day they might get a workover. However it is not a priority, and there won't be much point to it until someone figures out a neat way of handling anims faster than 10fps, such as reading Q3's anim cfg files.
That said, one day they might get a workover. However it is not a priority, and there won't be much point to it until someone figures out a neat way of handling anims faster than 10fps, such as reading Q3's anim cfg files.
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
OK, as far as the crappiness of weapon animations, i am talking about the limitations of simple interpolation.
Without using interpolation, the models' true animations' show: The real current model animations appear to be original quake-format anims, despite their MD3 format.
Using interpolation only smooths out the bumpy 10fps anims. THUS, the limitation is still there, and not enough fine-tuned points can be inserted into the (WHAT THE HELL IS THE WORD?) um, animation sequence. (THERE!)
I have no idea whether it is a limitation of DP, or the option set wrong on DP, or the actual model animations themselves. Whatever it is, the result is the model animations looking like CRAP.
Is that a bit more descriptive and helpful?
Tootles,
-Slink
Without using interpolation, the models' true animations' show: The real current model animations appear to be original quake-format anims, despite their MD3 format.
Using interpolation only smooths out the bumpy 10fps anims. THUS, the limitation is still there, and not enough fine-tuned points can be inserted into the (WHAT THE HELL IS THE WORD?) um, animation sequence. (THERE!)
I have no idea whether it is a limitation of DP, or the option set wrong on DP, or the actual model animations themselves. Whatever it is, the result is the model animations looking like CRAP.
Is that a bit more descriptive and helpful?
Tootles,
-Slink
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
That's a bit more helpful.
The models were initially limited to 10fps, hence why they're not as fine tuned as they could be. Now it's possible to use animations that are faster, thus smoother, but I don't know the code well enough to implement it on a per-model/per-animation basis.
It;s funny to note that, in the beginning, the interpolation had to be worked around in order to get the models looking decent. When you interpolate Quake's weapons you'll see things like the muzzle blasts hop back and forth between barrels (Supernailgun) or run up the length of the barrel (Shotgun). Thus when we switched to DP and its permanent state of interpolation I had to go and make sure there weren't any obvious standouts like that. So in that regard, I dare say they're not quite as bad as Quake
The models were initially limited to 10fps, hence why they're not as fine tuned as they could be. Now it's possible to use animations that are faster, thus smoother, but I don't know the code well enough to implement it on a per-model/per-animation basis.
It;s funny to note that, in the beginning, the interpolation had to be worked around in order to get the models looking decent. When you interpolate Quake's weapons you'll see things like the muzzle blasts hop back and forth between barrels (Supernailgun) or run up the length of the barrel (Shotgun). Thus when we switched to DP and its permanent state of interpolation I had to go and make sure there weren't any obvious standouts like that. So in that regard, I dare say they're not quite as bad as Quake