Part of the point of the program is to have an easy-to-use utility that avoids the use of any 3D editors. Not everyone wants to use something as antiquated like MS3D, or the intimidating UI of Blender, or the price tag of 3dsMax, or have the know-how to use these.
Extract in general means to remove or obtain or derive a thing from something else. In this context it means to obtain a texture image from a .wad package.
To be able to compile a model you need to have the texture files in the texture directory specified by the .qc (the same directory as itself by default) and since the program cannot provide those textures for you (the .mtl file only contains references to the texture name but not any texture file data) it's necessary to extract those textures manually. Currently at least, until the next version.
Commented 11 months ago2023-05-27 10:38:10 UTC
in journal: First journal entryComment #105297
I honestly don't expect anyone to recognize me, I've been quietly lurking here for most of that time, spending a lot of time just reading the tutorials and entity guides 😄
I choose to share a little surface-level of the not-so-good stuff from those years, not because I want to make excuses or because I want anyone's pity, but because I think it's important to be honest that things aren't always nice and dandy. Especially online, where we too often have this trend of only showing the positive sides of our lives. Someone who isn't aware of this filter might get the impression that everyone else has great lives with nothing bad ever happening and start thinking there's something wrong with themself for not having everything in order. I don't want to contribute to that.
I don't know if I have any undiagnosed ADHD on my part, but I do often find myself relating to things friends and acquintances with ADHD say about it. Perhaps I should try asking for a diagnosis once things settle again?
You don't need to set to subdivsions to 4, you could use 8 (then first level subdivision is 1 unit each) but I will recommend using powers-of-two for the subdivisions if you want to have some relation to ingame units. Or you can choose to not use subdivisions at all, up to you.
The grid scale has nothing to do with unit scale, so using the $scale 8.0 .qc option will make your model 8 times larger than intended.
I'd like to add that step 4 can be skipped by reversing the layer order, i.e. place the scaled lowres layer on top of the original and applying the blend mode to this. This produces the exact same result but without a colour invert step.
It does not seem like Paint.NET 5.0 natively has the Grain Extract blend mode. It's possible there might be a plugin for it but I haven't checked. GIMP is another free image editor that does have Grain Extract blend mode and so I would suggest using that instead.
Commented 1 year ago2022-12-16 11:57:01 UTC
in wiki page: trigger_changelevelComment #104931
gameaddict117o7 said:What's "No Intermission"?
I know it's 11 years since this comment was made but posting this anyway just in case anyone else wants to know what this flag does.
Out of curiosity I looked up trigger_changelevel in the Half-Life SDK and it appears it only defines the "USE Only" flag and this is the only flag it checks against. It seems it's a leftover from Quake where after a level change was triggered it would switch camera to an info_intermission during the "monsters killed/secrets found" screen, unless the flag was checked. While this functionality was removed in Half-Life, the flag remained.
TLDR: The "No Intermission" flag doesn't do anything and is just a leftover from Quake.
The opengl32.dll file fixed the selection problem for me, but it lags really bad when moving around in 3D view. Running on a Vista 32-bit. For now I'm just happy I can select properly in 3D view, but if anyone knows how to get rid of the lag it would be much appreciated if you let me know.
Part of the point of the program is to have an easy-to-use utility that avoids the use of any 3D editors. Not everyone wants to use something as antiquated like MS3D, or the intimidating UI of Blender, or the price tag of 3dsMax, or have the know-how to use these.
To be able to compile a model you need to have the texture files in the texture directory specified by the .qc (the same directory as itself by default) and since the program cannot provide those textures for you (the .mtl file only contains references to the texture name but not any texture file data) it's necessary to extract those textures manually. Currently at least, until the next version.
I choose to share a little surface-level of the not-so-good stuff from those years, not because I want to make excuses or because I want anyone's pity, but because I think it's important to be honest that things aren't always nice and dandy. Especially online, where we too often have this trend of only showing the positive sides of our lives. Someone who isn't aware of this filter might get the impression that everyone else has great lives with nothing bad ever happening and start thinking there's something wrong with themself for not having everything in order. I don't want to contribute to that.
I don't know if I have any undiagnosed ADHD on my part, but I do often find myself relating to things friends and acquintances with ADHD say about it. Perhaps I should try asking for a diagnosis once things settle again?
The grid scale has nothing to do with unit scale, so using the
$scale 8.0
.qc option will make your model 8 times larger than intended.I'll make sure to include those in the guide 😄
This produces the exact same result but without a colour invert step.
GIMP is another free image editor that does have Grain Extract blend mode and so I would suggest using that instead.
Out of curiosity I looked up trigger_changelevel in the Half-Life SDK and it appears it only defines the "USE Only" flag and this is the only flag it checks against.
It seems it's a leftover from Quake where after a level change was triggered it would switch camera to an info_intermission during the "monsters killed/secrets found" screen, unless the flag was checked. While this functionality was removed in Half-Life, the flag remained.
TLDR: The "No Intermission" flag doesn't do anything and is just a leftover from Quake.
For now I'm just happy I can select properly in 3D view, but if anyone knows how to get rid of the lag it would be much appreciated if you let me know.
ME DOWNLOAD WHEN ME GET TIME!!
ME GOTTA LEARN ENGLISH FIRST! xD