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Posted: Sun Nov 21, 2004 3:52 pm
by NRGizeR
Rallu wrote:zakath, use photoshop plugin that allows you to save directly to .wal. Wally is so crap tool that you shouldn't even think about it
I still haven't seen a tool out there that could successfully convert any tga to wal with the best possible result, and I doubt that one will/can be made. You often have to tweak the textures afterwards to make them look good with only 256 colors. But if you don't want to be bothered with doing that, a direct batch coversion will be very sufficient, and it would be a shitload better than no .wal files at all IMO.
-NRG
Posted: Sun Nov 21, 2004 5:04 pm
by Flunx
Wally rox :-)
I've made all my textures for my map with wally from skratch.
Posted: Sun Nov 21, 2004 5:21 pm
by zakath
there will be wal's ofcourse,
but they won't be pretty. there's one program that converts from pcx->wal , made by some finnish dude, might take a look at that. but my priority is to get it working with 32bits, then if time .. etc.
Posted: Mon Nov 22, 2004 12:29 pm
by Genie
Yeah Wally owns.
I'm afraid I won't have time to make 32 bits. But no problems the map will look sweet even without them. Oldschool rules!
Posted: Mon Nov 22, 2004 2:02 pm
by NRGizeR
Genie wrote:Yeah Wally owns.
I'm afraid I won't have time to make 32 bits. But no problems the map will look sweet even without them. Oldschool rules!
I totally agree
Posted: Tue Nov 23, 2004 7:39 am
by zakath
I'll show you oldschool
/me glazes at r_speeds
Posted: Tue Nov 23, 2004 9:07 am
by NRGizeR
zakath wrote:/me glazes at r_speeds
does that mean high or low?
Posted: Tue Nov 23, 2004 9:57 am
by zakath
that , my friend , remains to be seen.
you might draw your own conclusions after the fact that the last 6 months I've been designing for doom3
Posted: Tue Nov 23, 2004 10:17 am
by NRGizeR
zakath wrote:that , my friend , remains to be seen.
you might draw your own conclusions after the fact that the last 6 months I've been designing for doom3
haha! Well that sounds scary
Posted: Tue Nov 23, 2004 1:31 pm
by zakath
bah, my vis blocking is too effective, can only get 2700 highest. gotta boost up the brushwork
Posted: Wed Nov 24, 2004 4:04 pm
by zakath
eh, someone should've given me the memo that q3radiant has a totally different scale building things for q2 than it has for q3
welcome to miniminiland ffs
oh well, time's plenty..
Posted: Fri Nov 26, 2004 12:34 pm
by n99
Well the deadline is coming wednesday, I'll be around all day, probably, but it would be appreciated for those who are already finished to start sending me the material sooner.
Posted: Sat Nov 27, 2004 5:46 am
by zakath
I'll see what I can do. scaling doesn't work that well, and I kinda have to edit the whole structure. if I won't make it, I'll release the map later on or something.
Posted: Mon Nov 29, 2004 10:55 am
by n99
Ok, topic from #nmmc, the channel where some of you never show up
Topic is 'Submitting your map to any member of the panel will do | NRGizer
Y, Flunx
Y, peep
Y, Ringu
N, WizardExt
N, pauhi
N, Zakath
N , alekchi
N, Genie
Y.
All those N's (meaning NO) are worrying me. If you're not gonna make the deadline, let me know, otherwise, drop by the channel and send it to someone, or leave one of the panel members a url.
Posted: Mon Nov 29, 2004 3:54 pm
by zakath
not gonna make it. could rush it out, but I'd rather do it properly. the scaling went straight to hell, and I need to basically rework the whole brush structure.
:/ it'll come out, but not for this competition I'm sorry to announce. Thanks for giving me a chance to participate though. Gl to the rest of the gang. I excpect some state-of-the-art beautiful maps.