Please ask your basic (newbie) questions in here. - by scumble
The Trickster on 13/3/2006 at 21:27
Thanks guys, I will try a remake from scratch (not too much work) and if not try that, I tried the tutorial and go rid of one set of slice 'n' dice lines.
Its just that I never had this problem with UT2K4 or DeusEx SDK/Ed.
EDIT, some time later; The editor for me is utter $£^&@. I added some static meshes and then more walls disappear. Even though the meshes are no where near the walls. This editor is bugged to death IMO.
Ziemanskye on 14/3/2006 at 07:11
Static meshes shouldn't be affecting the bsp...
Something very weird going on there.
STiFU on 14/3/2006 at 12:41
Yeah definitely. It is no problem when static meshes intersect (don't know if that is the right word) with you bsp. It is rather a very common procedure, if you take a look at the other author's FMs. I can just say that you need to take care how you edit the vertices of a brush. Its probably that what you are doing wrong there. Have you taken a look at (
http://www.ttlg.com/forums/showthread.php?p=1416799#post1416799) this post yet?
The Trickster on 14/3/2006 at 18:15
I used to use the brush method by re entering numerical values a lot to get precise measurements. I switched to vertex editing after following a tutorial (I always follow a tutorial to see what is different + you learn stuff) but now I hate it, its not very precise and your accuracy is as good as your mouse accuracy.
Ziemanskye on 14/3/2006 at 18:29
I tend to find vertex manipulation is as accurate as your grid settings.
:erg:
STiFU on 16/3/2006 at 16:59
Until now I've never needed to add any custom textures to my map, but now the time has come. I haven't found any tutorial about this so I am trying to get into that on my own and with the threads here. But as you probably guessed yet, there is a problem.
I have exported a picture (2048x512, while I checked 1024x256 too) with Gimp 2 and the gimpsdds plugin 1.0.1 into .dds with dxt3 (also tried dxt1 and 2 ) and moved it into the t3ed textures folder. Then I used 3ds 5.1 to assign that dds file to the first diffuse channel of the ionshader and Clicked Material > Put Material to Library. I have made and opened a new .mat library called vee before. Now I use matexport to convert the mat file to a mlb file and placed it in the t3ed matlib folder. When I import that matlib now into t3ed, the program seems to load it but afterwards the textures aren't added.... Can anyone tell me what I did wrong here?
Rantako on 16/3/2006 at 17:19
No idea about new matlibs, but you can get str8g8's custom matlib (
http://www.str8g8.pwp.blueyonder.co.uk/) here. Just rename your texture to the same as one of these existing ones and paste it into the folder - it'll then show up in the editor and the game.
STiFU on 16/3/2006 at 17:32
I tried it with that custom matlib, but its exactly the same! So I assume that I am doing something wrong when exporting the picture to dds.... Mind you I am totally Noob (sorry for that word, but it really fits best here:) ) at drawing textures and everything related to that!
str8g8 on 16/3/2006 at 18:50
If you have max, then you shouldn't need to use my custom matlib. Is your texture in both pctextures and textures folders? Plus every time you change it and export it, you have to copy it over.
STiFU on 16/3/2006 at 18:54
Yeah had it on both folders. Perhaps you could just give me a step by step tutorial how you exported your skybox for example into the dds format. Are there any things I have to think of, when doing that, like the texture should be a multiple of 2? Do the pictures need a certain colordepth? I really don't know what i could be doing wrong here... :erg:
Edit: Don't ask me why but it suddenly started to work inclusive my own mlb file... t3ed I love you!! :D