A Few Questions
Pfhreak
Join Date: 2002-11-14 Member: 8612Members
<div class="IPBDescription">no particular problems</div> I have a few questions about etiquette, and aesthetics.
1. Is it ok to monkey around with the textures provided in ns.wad? (I, of course, would build the textures into the map, and not try to edit ns.wad itself.) Would I be stepping on someone's toes if I did? Is this considered uncool, lame, or inappropriate?
2. Should I include hl.wad in my list of wads for things like origin brushes? Should I build it into my map, in case someone doesn't have hl.wad?
3. I am trying to make a texture that has a grating have holes instead of black between the bars of the grating. Should I a.) edit the texture to have blue instead of black b.) use some setting to turn black in transparent? Am I missing something there?
4. When looking down a hall, there are several columns. Is it better to sink the columns in between several wall chunks, or have one long wall and several columns right next to the wall? (Both from a fps standpoint and a 'edge tearing' standpoint.)
5. My transparent objects are not getting lit by the lights in the room. Do I have to edit their lighting individually or perhaps I missed a flag? (A white texture in a red lit room appears bright white.)
6. If the ready room is directly above the map, is this a problem?
7. Reasonable r_speeds?
8. Is there a place that has the dimensions for all the objects in ns?
Thanks,
Pfhreak
1. Is it ok to monkey around with the textures provided in ns.wad? (I, of course, would build the textures into the map, and not try to edit ns.wad itself.) Would I be stepping on someone's toes if I did? Is this considered uncool, lame, or inappropriate?
2. Should I include hl.wad in my list of wads for things like origin brushes? Should I build it into my map, in case someone doesn't have hl.wad?
3. I am trying to make a texture that has a grating have holes instead of black between the bars of the grating. Should I a.) edit the texture to have blue instead of black b.) use some setting to turn black in transparent? Am I missing something there?
4. When looking down a hall, there are several columns. Is it better to sink the columns in between several wall chunks, or have one long wall and several columns right next to the wall? (Both from a fps standpoint and a 'edge tearing' standpoint.)
5. My transparent objects are not getting lit by the lights in the room. Do I have to edit their lighting individually or perhaps I missed a flag? (A white texture in a red lit room appears bright white.)
6. If the ready room is directly above the map, is this a problem?
7. Reasonable r_speeds?
8. Is there a place that has the dimensions for all the objects in ns?
Thanks,
Pfhreak
Comments
2. Yes use HL.WAD but don't wadinclude it.
3. Take a copy of the texture recolor the black to blue, making sure the blue is in pallete index 255 and that the new texture starts with a {
You can then use rendermode solid to make the blue bits appear seethough in-game.
4. Experiment, try both and compre the results.
5. Rendermode texture is always rendered fullbright. There's nothing you can do about it. Make a very, very dark red version of the texure you're using to fake it?
6. No that's where it's supposed to be, so long as it is above the commander view height (set in the info_mapinfo).
7. See the mapping guidelines for r_speed guidence.
8. I suggest you search the forum for this info.