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The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D Goto page Previous 1, 2

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Jan 04, 2010 3:03 am Post subject: |

Even worse, they're called "Quake sounds" even though Quake has no announcer, and Quake isn't the origin of Unreal's memes like MONSTER KILL! Blind misinformation mania, along with those IP myths made up by the kids as an excuse to copy and paste with no inspiration. No, it is NOT okay to use and exploit stolen property (leaked beta assets) to create your new game.
If I were you, i'd immediately hit DEL on that project and start over not piggybacking on other IP.
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Last edited by leileilol on Mon Jan 04, 2010 3:06 am; edited 1 time in total

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Mon Jan 04, 2010 3:05 am Post subject: |

leileilol wrote:
Even worse, they're called "Quake sounds" even though Quake has no announcer, and Quake isn't the origin of Unreal's memes like MONSTER KILL! Blind misinformation mania, along with those IP myths made up by the kids as an excuse to copy and paste with no inspiration.

yup! I was going to mention that as well, no real credit given.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Jan 04, 2010 3:08 am Post subject: |

It's so blind, I think i've even heard some "Quake sounds" in a WolfET clip in a Gametrailers Wolfenstein history video as if it were an official addition (though the actual sounds were UT2004 "Sexy" Announcer sounds) _________________

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UrbanKid Joined: 22 Aug 2008 Posts: 44 |

Posted: Sat Jan 09, 2010 1:26 am Post subject: HEWWO |

Hello does the converting help? oh yeah DO NOT CONVERT WITH ANIMATIONS OR THE MODEL WILL BE VERY JIGGLY

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Jan 09, 2010 1:30 am Post subject: Re: HEWWO |

UrbanKid wrote:
Hello does the converting help? oh yeah DO NOT CONVERT WITH ANIMATIONS OR THE MODEL WILL BE VERY JIGGLY

If you don't want the jiggly, then don't use MDL or MD2. This gets worse when there is more vertices and HL2 models often have a lot of that, so what's the point?
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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Jan 18, 2010 6:50 pm Post subject: |

now I just need a standard way to convert Valve 220 map format into Quake's. Two of us banged our heads against the wall over that one, until it worked when we took QUARK's conversion result and re-saved that in Quest to get rid of the floating point BS...
This is one reason why the WC3.3 Quake adapter is a crime. People create maps with it that can't be opened with normal editors (Radiant or Quest).
WC 3.3, Hammer and QUARK should be exterminated.
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ReMakeQuake
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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Mon Jan 18, 2010 8:44 pm Post subject: |

worldcraft helps users make detailed maps with ease. _________________ QuakeDB - Quake ModDB Group

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Jan 18, 2010 9:04 pm Post subject: |

worldcraft 3.3 saves maps in a different format than normal Quake editors. When you work in a team of mappers, and you need to modify a map that was saved from worldcraft, you will be wanting to shoot somebody. A good mapper can build details in any map editor.
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ReMakeQuake
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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Mon Jan 18, 2010 9:19 pm Post subject: |

all of the maps iv seen that havnt been made in worldcraft come no where near as nice looking or detailed and like you said a good mapper should be able to make nice detail in any editor so your argument about work between mappers shouldnt be an issue.
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QuakeDB - Quake ModDB Group

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Jan 18, 2010 10:36 pm Post subject: |

Whew. Stop turning around words in my mouth there. All of them should use worldcraft, you mean? What about Linux or Mac users? I'm pretty sure negke's maps are made in Quest, Willem's are probably made in ToeTag, and so forth. I'm also pretty sure most maps for modern games aren't made in worldcraft.
Stupid argument though, hence I'll stop.
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ReMakeQuake
The Realm of Blog Magic

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Tue Jan 19, 2010 1:15 am Post subject: |

why not with editors like toe tag since they're developed by quake modders/developers include support for .wad files and what not? i dont mean to be disrespectful but all these other editors im sure were made by quake developers. im just saying you shouldnt label an editor as bad because its not backwards compatible with other editors that if the work was added could be compatible with it?
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QuakeDB - Quake ModDB Group

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Tue Jan 19, 2010 1:31 pm Post subject: |

It's a lost cause. _________________ ReMakeQuake The Realm of Blog Magic

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 19, 2010 6:01 pm Post subject: |

goldenboy wrote:
It's a lost cause.

Quark and NetRadiant are open source. Ask the developers to support the 220 format. It's not like they don't already support 3 versions of Quake. Both aguirRe's and LordHavoc's map compilers support Valve 220 format .. I'm sure it functions as an import in both.
I mean the 220 format has -- what? --- 19 numbers on a line for every face ... can't be that hard for them to support it ....

Code:
( -384 -384 320 ) ( -384 448 320 ) ( 384 448 320 ) plat_top3 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( -384 448 288 ) ( -384 448 320 ) ( -384 -384 320 ) plat_top3 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1

This would be the proper thing to do.
Do you think people will stop downloading Worldcraft 3.3? There is no way that'd stop happening, it's far too popular.
Get Quark and NetRadiant to support the 220 format for input.
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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