[Edit to remove random crap, since the OP was seemingly trying to make an actual informative post, despite the fact that I don't understand it at all.]
Last edited by pjw on Sun Jan 01, 2006 6:38 am, edited 2 times in total.
For those who use gigantic monitors and set higher res might not get anything from this thread.
Anyways, I perceived it and it's here for a tip at plan phase.
(Note I've been wondering about plan phase on and off in latter 2005 if not intensely.
So this tip must be a present from GOD.)
I know you want to ask that texture scaling does not work in editor scaling.
But as I mentioned above this is a tip @ plan phase so 1st you close radiant then revert default_scale to 0.5 in q3.game then re-launch radiant.
Uniformly scale by 8 then align geometry to primary grid then use "select all of type" for each tex for re-application.
Last edited by a13n on Sat Dec 31, 2005 11:21 pm, edited 1 time in total.
a13n wrote:For those who use gigantic monitors and set higher res might not get anything from this thread.
Anyways, I perceived it and it's here for a tip at plan phase.
(Note I've been wondering about plan phase on and off in latter 2005 if not intensely.
So this tip must be a present from GOD.)
I know you want to ask that texture scaling does not work in editor scaling.
But as I mentioned above this is a tip @ plan phase so 1st you close radiant then revert default_scale to 0.5 in q3.game then re-launch radiant.
Uniformly scale by 8 then align geometry to primary grid then use "select all of type" for each tex for re-application.
So...wait...I'm still not sure I understand...you've arrived at a method to uniformly scale textures on brush faces while scaling your level geometry? And what does monitor size have to do with it?
Maybe I'm just retarded, but I'm still confused. I've only had to scale level geometry like twice in the years I've been mapping. I'm still not clear on what problem you're even trying to simplify, or why you would need to scale geometry up and down in the first place...
@pjw
I think approaches vary from person to person.
If you don't get it, it may not be a method for you.
In this case the essence is a matter of perspective, say, whether you see a tree or forest while keeping aligned textures easily.
I am just persuiting a comfortable environment in a given environment in an uncomfortable app.
Kaziganthe wrote:He found out how to globally scale down textures to .0625.
Well...yeah...but he's talking about scaling geometry too. I just don't get how it all goes together. I suppose if you wanted to scale an entire level up or down, it would make it easier to do that and keep your textures from getting h0rked, but...oh, I don't know...and monitor size? When you throw that into the equation, my brain just goes:
Nevermind. Sorry a13n--I'm going to go away and stop shitting up this thread, and assume it's helpful for other people.
Best one-time $10 you can spend on the internet, IMO. Great entertainment, 70,000 users, 60,000,000 posts, and a very active anti-retard filter, which is nice (over 4000 bans, and counting...).
Now I'm really derailing your thread, but you asked...
By the way after further inspection I found a quickie method for speed mapping.
If you use this lower scaled mapping in conjuction with q3map2 scale switch, it is no longer a dream to use -bounce 999 while getting not an indecent lighting result though entity placement especially suspended one is pretty tricky.
edit: just noticed that it is equivalent to default brush size with -samplesize 128 or global _lightmapscale 8
though not tested or examined fully, just a guess
Yea I know! The guest strips are hit or miss but they are also pretty funny...Man If I wouldn't have abandoned my old name (hexagram) I would still use my cabinent sanchez sig I made...
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]