Inside3D!
     

The OFFICIAL way to convert hl2 and hl1 models to quake 1 :D
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling
View previous topic :: View next topic  
Author Message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jan 04, 2010 3:03 am    Post subject: Reply with quote

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.
_________________


Last edited by leileilol on Mon Jan 04, 2010 3:06 am; edited 1 time in total
Back to top
View user's profile Send private message
Trickle



Joined: 26 Mar 2009
Posts: 44

PostPosted: Mon Jan 04, 2010 3:05 am    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jan 04, 2010 3:08 am    Post subject: Reply with quote

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)
_________________
Back to top
View user's profile Send private message
UrbanKid



Joined: 22 Aug 2008
Posts: 44

PostPosted: Sat Jan 09, 2010 1:26 am    Post subject: HEWWO Reply with quote

Hello does the converting help? oh yeah DO NOT CONVERT WITH ANIMATIONS OR THE MODEL WILL BE VERY JIGGLY
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Jan 09, 2010 1:30 am    Post subject: Re: HEWWO Reply with quote

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?
_________________
Back to top
View user's profile Send private message
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jan 18, 2010 6:50 pm    Post subject: Reply with quote

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.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
ceriux



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

PostPosted: Mon Jan 18, 2010 8:44 pm    Post subject: Reply with quote

worldcraft helps users make detailed maps with ease.
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jan 18, 2010 9:04 pm    Post subject: Reply with quote

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.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
ceriux



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

PostPosted: Mon Jan 18, 2010 9:19 pm    Post subject: Reply with quote

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.
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jan 18, 2010 10:36 pm    Post subject: Reply with quote

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.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
ceriux



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

PostPosted: Tue Jan 19, 2010 1:15 am    Post subject: Reply with quote

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?
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Tue Jan 19, 2010 1:31 pm    Post subject: Reply with quote

It's a lost cause.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jan 19, 2010 6:01 pm    Post subject: Reply with quote

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.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group