awhile back before quark5 someone was attemping to use linux and build a compiling program for quake - bsp, vis and light programs - are all able to compile...
nbentzinger@...
May 1, 2000 7:04 am
1493
... Agreed, from my point of view. A plain texture should be marked as such. (and shown with the shaders in the same tree) ... Yes, this is the reason for that...
Alex
mac.@...
May 1, 2000 10:44 pm
1494
... Nope, pak1 contains only botfiles,icons,vm directories. It must be from one of the patches of q3. (using 116n point release) ... Ouch ! that is...
Alex
mac.@...
May 1, 2000 10:49 pm
1495
... Faster than light :)...
Alex
mac.@...
May 1, 2000 11:08 pm
1496
To make the editing of complex bezier meshes easier we should have bezier patches stick together somehow. That means if the user moves a border vertex of one...
Alex
mac.@...
May 1, 2000 11:14 pm
1497
These are great ideas but maybe somethign alittle simpler for manipulting just a bezier curve........rather than using stick and unstick.........when u click...
TheBee
thebee@...
May 1, 2000 11:29 pm
1498
... manipulting ... unstick.........when ... the "ALT" key to ... u could ... This ... idea My thought was that since it's not visually obvious which is the...
tiglari
tiglari@...
May 1, 2000 11:48 pm
1499
... the ... stick ... How bout an attribute for groups, `stickybcp'; when a patch cp is dragged, you scan up the tree looking for a group wwith stickybcp=1, ...
tiglari
tiglari@...
May 1, 2000 11:57 pm
1500
... the ... stick ... How bout an attribute for groups, `stickybcp'; when a patch cp is dragged, you scan up the tree looking for a group wwith stickybcp=1, ...
tiglari
tiglari@...
May 1, 2000 11:57 pm
1501
... But how do you want to figure out, which cp should stick to which other ? I thought of a behavior to handle the attached patches like a real mesh. The user...
Alex
mac.@...
May 2, 2000 12:24 am
1502
I tried to add H and W attributes to the 3x3 bezier patch. but that doesnt change anything. I guessed i have also to supply the additional values in the v...
Alex
mac.@...
May 2, 2000 1:12 am
1503
Hi ! I just was playing around with the texture coordinates of beziers. What about that: like pressing ALT allows to move several points, pressing SHIFT (or ...
Alex
mac.@...
May 2, 2000 1:34 am
1504
... stickybcp=1, ... other ... Ones with the same position would be my thought, dragging can check for these when the drag starts. ... mesh. ... rip ... ...
tiglari
tiglari@...
May 2, 2000 1:35 am
1505
... Uh. Seems to be much easier also. ... I thought of what happened if one selects a cp and drags it. When there is any other cp of an other patch with the...
Alex
mac.@...
May 2, 2000 2:10 am
1506
Seems like a really good idea, I'm not quite sure exactly how to do it however, I don't know a formula for changing the texture coordinates to compensate for...
tiglari
tiglari@...
May 2, 2000 2:13 am
1507
... It's a handy tool for building stuff. Let's suppose you are making a curved corner between straight walls. You can make the transition from wall to curve...
The Serpent Lord
sgalbrai@...
May 2, 2000 3:53 pm
1508
unsubscribe ... From: <quark-python@egroups.com> To: <quark-python@egroups.com> Sent: Tuesday, May 02, 2000 6:38 AM Subject: [quark-python] Digest Number 20 ...
Jeff Gosnell
machtyn@...
May 3, 2000 1:22 am
1509
Fooling around with stuff, the penny dropped that decker's color- coding scheme makes it clear what's a row and what's a column (duuh), so what strikes me to...
tiglari
tiglari@...
May 3, 2000 1:47 am
1510
I just committed a new version of quarkpy.mapbezier.py that supports column & row drag (shift vs. ctrl keys), and also thickening the mesh (no thinning yet,...
tiglari
tiglari@...
May 3, 2000 12:45 pm
1511
Hello, Just a note : I receive tons of messages asking for SoF support. Did someone already consider this Quake2-based mod ? Would anybody be interested in...
Armin Rigo
arigo@...
May 3, 2000 4:00 pm
1512
Hello everybody, ... I want to make my status clear. From the beginning of the current academic year (last fall), I moved out of Switzerland to Bruxelles to...
Armin Rigo
arigo@...
May 3, 2000 4:13 pm
1513
hi ! I had a question for Armin - here is the text : 3. do you plan ( or is it possible by now ? ) to have the texture- lighting of halflife working in the...
kell_hound@...
May 3, 2000 4:28 pm
1514
Hello Alex, ... A note about this : when given a texture name, QuArK will display the shader instead of the .tga file as expected; but this is not intentionnal...
Armin Rigo
arigo@...
May 3, 2000 4:32 pm
1515
Hello TheBee, ... Might be the animated shaders. QuArK just doesn't know how to display them yet. Armin...
Armin Rigo
arigo@...
May 3, 2000 4:34 pm
1516
Hello Decker, ... Be careful about that, because the *order* the pak files are searched is very important. That's basically the reasons I restricted the file...
Armin Rigo
arigo@...
May 3, 2000 4:50 pm
1517
Hello Decker, ... Yes, you are right. This specific means that QuArK should try to keep the whole quilt smooth all the time. It seemed important to me to be...
Armin Rigo
arigo@...
May 3, 2000 4:55 pm
1518
Hello everybody, ... Yes, important new features would benefit from a new beta release. This time it's up to someone else to build and package the new...
Armin Rigo
arigo@...
May 3, 2000 4:58 pm
1519
Hello, ... I have sent once the source code of TXQBSP to someone who was porting it to Linux; I guess that's what you would be interested in. Notice however ...
Armin Rigo
arigo@...
May 3, 2000 5:02 pm
1520
Hello Tiglari, ... Seems right. The solution to this problem is not obvious... ... No, keep the "force to grid" key ! It is necessary for several reasons : one...
Armin Rigo
arigo@...
May 3, 2000 5:06 pm
1521
Hello Alex, ... Not reusable. That's old code, when quilts (more than 3x3 cp) were not in. Note that such an inversion can be easily performed in Python too....