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InsideQC Forums • View topic - Create .bsp models from within maps

Create .bsp models from within maps

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Tue Oct 28, 2014 7:53 pm

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Re: Create .bsp models from within maps

Postby Cobalt » Wed Oct 29, 2014 11:13 pm

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Re: Create .bsp models from within maps

Postby Cobalt » Sat Jan 17, 2015 3:29 pm

One more question. How can I edit a texture to change one of its colors? Is it possible in JH ?
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Re: Create .bsp models from within maps

Postby ceriux » Sun Jan 18, 2015 4:01 am

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Re: Create .bsp models from within maps

Postby Dr. Shadowborg » Sun Jan 18, 2015 4:17 am

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Re: Create .bsp models from within maps

Postby Cobalt » Mon Jan 19, 2015 4:58 pm

Tried Wally. seemed to help. I saved the tele_top tex as a bmp and used MS phot premium 10 to alter the colors. Left a little bit to be desired as it tended to leave some artifacts in some of the mid scale colors. To reduce it I had to set the birghtness level lower in Jackhammer for the texture library. Did what Dr said and made my own cobalt.wad after pasting the new edited tex in as a new mip. So they came out ok, but I suppose these could look alot better as hires, but I dont know how to convert them.

Image



Image
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Re: Create .bsp models from within maps

Postby xaGe » Tue Jan 20, 2015 8:58 pm

Last edited by xaGe on Wed Jan 21, 2015 3:27 am, edited 1 time in total.
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Re: Create .bsp models from within maps

Postby ceriux » Tue Jan 20, 2015 9:26 pm

you can do it in photoshop, but it'll just look the same. the only way to really make a high-res version of a texture is to literally remake it in a high resolution.
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Re: Create .bsp models from within maps

Postby xaGe » Thu Jan 22, 2015 1:40 am

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Re: Create .bsp models from within maps

Postby Madfox » Mon Apr 06, 2015 12:56 am

When I made a mod for Quake1 "The Hangar"of the first Doom level,
there were a lot of sprites like the health bowls.
I made them in Quark6.4 in the map editor, by constructing a kind of skull with the brushes,
gave them a decent skin texture, and put them excact on the 0.0.0 grid.
Then I made some lights around them so it gave a dimensional shape.
There may be no walls around it, just the object itself.

When compiling the vis compiler will fail, because it reports a leak.
I put the skull.bsp in the entity list and in the items.qc I added a script
for a removal object like the health kit and compiled a new progs.dat

Then I could use the skull.bsp as an health kit in the Doom mod.
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