Multi-game engine FTEQW 1.0

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Boons
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Re: Multi-game engine FTEQW 1.0

Post by Boons » Sat Mar 08, 2014 8:21 am

Thanks I will check that out :)
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Re: Multi-game engine FTEQW 1.0

Post by Boons » Sat Mar 08, 2014 8:22 am

We need to get someone to learn how to model/ start modeling! Would be cool to have new Allied/Axis models to go with the newer engine.
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Re: Multi-game engine FTEQW 1.0

Post by Rab,d » Sat Mar 08, 2014 10:55 am

Mr. YOur no fun wrote:Boons I converted a bunch of bsp to map format and zipped them and emailed them to you.
This isn't a good idea. Decompiling a .bsp leaves you with a bunch of split up brushes compounding the difficulty of editing and/or retexturing.

Here's all the .qkm and .map files I could find on my comp. I have had a couple hard drive crashes and lost some stuff over the years. Some of these are maps I am working on. If the file date is of 2014...then I am prolly working on that map. Feel free to sift through these. Munf...some of your q3 .bsp maps are here.
https://drive.google.com/file/d/0B17KDX ... sp=sharing

Still working on a solid setup for this engine. Prolly today or tomorrow I can explain how to use this engine.

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Re: Multi-game engine FTEQW 1.0

Post by Boons » Sat Mar 08, 2014 2:53 pm

Awesome looking forward to it. I am very close to finishing off one map :)

I read that fteqw does not like beziers ?

Ya .map is very hard to use.. texture association is a problem as well.. thanks for the post.
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Re: Multi-game engine FTEQW 1.0

Post by Boons » Sat Mar 08, 2014 2:58 pm

Also.. I thought you had a list of wishes/goals for dday2 somewhere on this forum.. I can't seem to find it..

If there is not one maybe you can make a sticky thread?

It would be nice to get some involvement out of our community for common tasks so if we could make some sort of "road map" to our end goal here it should help!
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Re: Multi-game engine FTEQW 1.0

Post by Mr. YOur no fun » Sun Mar 09, 2014 5:01 pm

[quote="Rab,d"][quote="Mr. YOur no fun"]Boons I converted a bunch of bsp to map format and zipped them and emailed them to you.[/quote]

This isn't a good idea. Decompiling a .bsp leaves you with a bunch of split up brushes compounding the difficulty of editing and/or retexturing.

Here's all the .qkm and .map files I could find on my comp. I have had a couple hard drive crashes and lost some stuff over the years. Some of these are maps I am working on. If the file date is of 2014...then I am prolly working on that map. Feel free to sift through these. Munf...some of your q3 .bsp maps are here.
https://drive.google.com/file/d/0B17KDX ... sp=sharing

Still working on a solid setup for this engine. Prolly today or tomorrow I can explain how to use this engine.[/quote]


Well in the over 30 maps I've decompiled and redone, including my own, I only had two with split faces and not many. It does happen but it isn't a reason not to, you just search for and delete them. As for the retexturing, that was going to have to happen anyway as we have new textures, this was just to give a basis to start with instead of starting from scratch, or to pull parts from into another map. Either way, just offering them. No big deal to me.

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