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 Post subject: Quake4 specific Tutorial Requests
PostPosted: Sat Oct 22, 2005 8:24 am 
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Please post your tutorial requests here, but ONLY Quake4 specific.

General editing tutorial requests should go into the Doom3 section.

Don't pull your hairs out if you're unsure whether a request is Quake4 specific or not - you don't get hung for undeliberately posting in the wrong section ;)

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 Post subject:
PostPosted: Sun Oct 23, 2005 11:34 pm 
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found a secret

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I would like to know how to make the arched quake 3 style doorways - I have checked a number of patch tutorials but they all seem to only detail the basics of patch meshes and not how to specifically make Q3A style gothic doors with arches.

If anyone knows of a tutorial that is already out there somewhere (Im sure there is) then please let me know.

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 Post subject:
PostPosted: Mon Oct 24, 2005 2:28 am 
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I want to know how to add custom MP player characters and/or heads. I do not want to replace vanilla content or create a seperate mod, I want to add to the MP selection list ala Q3A. Any and all tidbits appreciated in this goal.

A basic character with a simple skeleton that has the the head and body as one mesh, and another player model with a body mesh with two heads to choose from would be good info to get assembled.

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 Post subject:
PostPosted: Mon Oct 24, 2005 5:14 am 
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Gazado wrote:
I would like to know how to make the arched quake 3 style doorways - I have checked a number of patch tutorials but they all seem to only detail the basics of patch meshes and not how to specifically make Q3A style gothic doors with arches.

If anyone knows of a tutorial that is already out there somewhere (Im sure there is) then please let me know.


http://www.planetquake.com/gothic/tutor ... way_1.html

http://www.planetquake.com/gothic/

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 Post subject:
PostPosted: Mon Oct 24, 2005 9:33 pm 
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found a secret

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Thanks for the tutorial links shank however that is not the kind of arch way I am looking for. The style Im after seems to be over-sized around the arch-way (it kinda plumps out a bit). If you've seen that type before you'll know what I mean. Its basically the same as the one you linked too but it sticks outwards from the main structure with a patch mesh.

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 Post subject:
PostPosted: Tue Oct 25, 2005 6:38 am 
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picked up 100 armour
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Anyone figured that out yet?
Quote:
textures/editor/visportal_distance_512_768
{
qer_editorimage textures/editor/visportal_fade.tga
portalDistanceNear 512
portalDistanceFar 768

portalImage "_black"
areaportal
noshadows
}

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 Post subject:
PostPosted: Tue Oct 25, 2005 1:12 pm 
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What, that you can add visportals that close after the player is at a certain distance? Not sure what your question is, Demo. The new visportals are really neat, and great for outdoor area mapping.

G

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 Post subject:
PostPosted: Tue Oct 25, 2005 6:54 pm 
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So the Portal is only active when the player is between a distance of 512 and 768 units away from it? That's the only explanation I have for these two values but I wondered if somebody already tested/figured this out.

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 Post subject:
PostPosted: Tue Oct 25, 2005 7:37 pm 
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- When you are outside the "portalDistanceFar" value, the portal will be closed, even if it's completely visible to you or other visportals.

- If the portal isn't visible to you or other portals (i.e. you have "normal" visportal closure situation), the visportal will be closed.

- When you are at the "portalDistanceFar" value, the portal will open, but will be "faded". As you move closer, it'll fade in. When you reach the "portalDistanceNear" value, the portal will still be open, but there will be no "fade" occurring.

So, if you don't want the fade effect, but you do want the portal to act like a "fade" visportal, you can set the near and far distance values to be very close/the same.

Goliath

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 Post subject:
PostPosted: Wed Oct 26, 2005 12:17 am 
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picked up 100 armour
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Aye. Very nice.

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 Post subject:
PostPosted: Wed Oct 26, 2005 6:40 am 
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Awesome info BUT I believe this thread should be used specifically for ASKING for tutorials, and when one gets found or put together, a responding post with a LINK to a NEW THREAD specific to the topic would be more beneficial than clouding up this main thread with questions and answers. JUST A SUGGESTION IS ALL!

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 Post subject:
PostPosted: Wed Oct 26, 2005 2:20 pm 
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You're not wrong, BT... in fact, I would have moved his post elsewhere and not replied to it here but *ahem* BNA didn't take my mini-slinky prodding seriously. *glares*

:D

(we can't moderate this particular forum at the moment)

*looks around quickly*

*removes clothes and runs around in circles yelling, "I'm invincible!", "Amuck! Amuck! Amuck!" and various obscenities, while teabagging the bewildered passers-by.*

(I'll get rid of all my dribble and move off-topic posts once I can.)

G

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 Post subject: How can I use custom textures in Q4 editor
PostPosted: Wed Oct 26, 2005 6:30 pm 
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is connecting to Doom3world.org

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Hi there, I was wondering if someone could write a short tutorial regarding how one can use custom textures in a Q4 map. Is there a specific folder structure that needs to created in the quake4 folder?? and is the file format the same as used in Q3?

I opened the PK4 files to find out what the file structure was and then created a new zip file with the following path to the textures within the zip and renamed the zip extension to pk4:

progimg\addnormals\textures\testtxr\...

this didnt work, i then created another pk4 file with the following directory structure: \textures\testtxr\...
and I still cant see the texture folder in the the editor

Im most probably asking a really lame question, but could someone enlighten me?

thanks


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 Post subject:
PostPosted: Wed Oct 26, 2005 7:32 pm 
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Texture creation between Quake 3 and Doom 3/Quake 4 is almost completely different. It's almost more useful to forget what you know about Q3 texture creation (with the exception of some of the basic shader math stuff) altogether, I think.

Here's why:

Every texture in Doom 3 and Quake 4 must be accompanied by a material shader.

rich_is_bored's primer for Doom3 works just fine for Q4:

http://www.doom3world.org/phpbb2/viewtopic.php?t=6617

Keep in mind that every texture will also likely need diffuse, bump and specular images.

Check out BNA's quickie tutorials on Texture creation, as well as others written by various folks:

http://www.doom3world.org/phpbb2/viewtopic.php?t=11893

We have a whole forum dedicated to texture creation for D3, which applies to Quake 4 about 90% of the time, roughly.

Goliath

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 Post subject:
PostPosted: Wed Oct 26, 2005 8:31 pm 
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goliathvt wrote:
*removes clothes and runs around in circles yelling, "I'm invincible!", "Amuck! Amuck! Amuck!" and various obscenities, while teabagging the bewildered passers-by.*


Show us the movie!

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 Post subject:
PostPosted: Wed Oct 26, 2005 9:23 pm 
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LOL! Yeah, I would be caught on film if I did something like that, without a doubt.

Slap our pal il padrino in here and you just might get your wish, you naughty, naughty boy... ;)

Bwhahahahah!

G

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 Post subject:
PostPosted: Thu Oct 27, 2005 8:35 am 
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Hi G,

Thanks for the info, I'll check out the D3 texture tuts.

D


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 Post subject: shaders???
PostPosted: Fri Oct 28, 2005 3:15 pm 
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Probbably not phrasing my inquiries correctly but I havnt found any good reference for shaders so unless someone can show where one is could someone familiar with shaders whip out a quick tut on what they are how they word and their parms etc...

I know Im probably asking a lot but I have a feeling this an invaluable resource that I am as yet not tapping

thanks

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 Post subject:
PostPosted: Sun Oct 30, 2005 12:42 pm 
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The first 10 posts have been the best...

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Teleporters for TOTAL newbies :P

EDIT: Ok nevermind figured it out 8)
Maybe I'll do up a tute if/when I have time.


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 Post subject:
PostPosted: Sun Oct 30, 2005 9:07 pm 
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The first 10 posts have been the best...

Joined: Tue Oct 25, 2005 10:20 pm
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Hi

Ok, what I'd like to request is a tut on porting maps from Q3 to Q4. That would include a way to scale an entire .map up in value so that it retains the "feel." I know that in Ued, I bsp>transform permanently. That makes the brushes "solid" so I can scale evenly in x,y and z. Without it, it creates an "exploded" version of the brushes.

I'm starting to get the impression that I should stay in GTK as long as possible until its time to add entities, retexture, light and visport. Q4Radiant is not as intuitive as I would have thought out of the box.

Theres a ton of mappers out there that want to recreate the "classics" from vanilla/cmpa/osp. I'm certain it wouldnt be a waste of your time.

I'd love to do my brush work in Unreal Editor as I'm intimate with the operations. The problem here is its a subtractive bsp creation and I've spent a week scouring the internet trying to find a way to convert a .t3d to ANY format that GTK can read. If someone has ever had this problem, please let me know what you found. It must be possible because theres plenty of Q3 map ports for UT2k4.

Longwinded request but very needed.


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