swegmaster Posted June 12, 2016 Share Posted June 12, 2016 hello, i'm trying to give the mots darkswamp map found in the mots mod source files textures and other things to make the level look just like mots, but i need help with one thing: is there any way to fix caulks trying to show inside other textures? Link to comment
Solution Teancum Posted June 12, 2016 Solution Share Posted June 12, 2016 Does it flicker? If so then it's called z-fighting. Basically it's where to brushes overlap. To fix it, select one brush, then use the CSG subtract button. This will hack away the overlap, and from there you can texture the remaining bit. https://en.wikibooks.org/wiki/GtkRadiant/The_CSG_Tools Link to comment
swegmaster Posted June 12, 2016 Author Share Posted June 12, 2016 actually, i just tried that, i selected the z-fighting caulk and concrete texture, then used csg subtract, but there was still z-fighting Link to comment
Teancum Posted June 12, 2016 Share Posted June 12, 2016 Make sure you select only one of the two brushes that are fighting so it can subtract from the other. Link to comment
swegmaster Posted June 12, 2016 Author Share Posted June 12, 2016 Make sure you select only one of the two brushes that are fighting so it can subtract from the other.tried it on a z-fighting caulk(all the z-fighting textures are caulks), but no matter what, every one of them still z-fight, even when i try the csg subtract, i can send you my .map if you'd like to take a look at it Link to comment
Teancum Posted June 12, 2016 Share Posted June 12, 2016 That's fine by me. Just PM me. Link to comment
mrwonko Posted June 12, 2016 Share Posted June 12, 2016 Using CSG Subtract is strongly discouraged, you easily end up with lots of tiny brushes. Manually move the edges (E) to make the brushes line up properly. eezstreet and Asgarath83 like this Link to comment
Teancum Posted June 13, 2016 Share Posted June 13, 2016 Using CSG Subtract is strongly discouraged, you easily end up with lots of tiny brushes. Manually move the edges (E) to make the brushes line up properly.True, but this is a raw conversion of the Mysteries of the Sith level, so brush count will be very low. That being said either method will be a pain due to the way the tool converted the JKL files in the first place. I've contacted Shamus, who made a converter that was much better, to see if he still has the files. He said to watch the URL for the site below, but that's all he said.... http://shamusworld.gotdns.org/df2mod/news.html swegmaster likes this Link to comment
swegmaster Posted June 13, 2016 Author Share Posted June 13, 2016 for a raw conversion, the geometry wasn't too bad, i just now modified the asteroid_crust map to fix these things: - map leaks(in a secret area with lava near it, and a corner in the area with the added crashed tie fighter)- invisible imp shuttle(no map object was placed)- invisible st transport from the dfmod(was intended to be put in the area with the crashed tie, marked by the odd red physics clip kinda shaped like it)- added disruptor in little room with the blastable switch to get in(would be the blaster scope in mots) i'm currently compiling it at the time of writing Link to comment
Teancum Posted June 13, 2016 Share Posted June 13, 2016 The shortcoming with dr0id's conversion plugin is that creates a LOT of overlapping geometry. Like every spot two brushes meet is that way. It can be remedied, of course, but Shamus' tool is supposedly much better in that respect. I'm hoping his tool works as well as advertised as it'd make raw conversions much easier/faster. In the end there's a lot of hate for raw converting due to some of the levels looking super low-poly, but I think it serves as a great starting point, and some levels (like Altyr V) have a lot of useful areas that wouldn't need rebuilt. TheWhitePhoenix and swegmaster like this Link to comment
TheWhitePhoenix Posted June 13, 2016 Share Posted June 13, 2016 The shortcoming with dr0id's conversion plugin is that creates a LOT of overlapping geometry. Like every spot two brushes meet is that way. It can be remedied, of course, but Shamus' tool is supposedly much better in that respect. I'm hoping his tool works as well as advertised as it'd make raw conversions much easier/faster. In the end there's a lot of hate for raw converting due to some of the levels looking super low-poly, but I think it serves as a great starting point, and some levels (like Altyr V) have a lot of useful areas that wouldn't need rebuilt.Would it be alright if Shamus could release his tool with his blessing? Link to comment
Teancum Posted June 13, 2016 Share Posted June 13, 2016 Shamus made his own tool. That's what he would be releasing. He added a new news entry to his website, but hasn't uploaded his tool yet. TheWhitePhoenix likes this Link to comment
swegmaster Posted June 13, 2016 Author Share Posted June 13, 2016 hmph, after about 7 years a new post was added to the very original df2 mod tc site with nothing in it so far Link to comment
Teancum Posted June 13, 2016 Share Posted June 13, 2016 I only asked him about the tool, so I wouldn't expect any mod news. I'm not saying you were, but I think it was just a place he could upload his conversion tool. My guess is he still has the source, but has to get all the correct dependencies together so it'll compile. Plus the last post was like 10 years ago, so he probably has a career and a family now, and I'll say those take up the majority of your time. TheWhitePhoenix likes this Link to comment
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