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Ty Matthews Neal White III
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Wally: the freeware texture editing program
Good News (and a belated Happy Thanksgiving!)
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Ty has emailed me; he wants to work on Wally again! That means that there will likely be a new version.
I have no idea when it would be released, so there's no point asking me in an email. Check back here
in a few weeks (or months), hopefully, details will be available by then.
If you would like to mirror the current and future versions of Wally for us, please let me know via
an email with the subject "Wally Mirror". Also, when emailing me, please make sure to include "Wally"
in the subject line, otherwise your email is likely to get mistaken for spam. Thanks!
- Neal
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No, I'm not dead...
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I'm just too busy to work on Wally right now. Sorry.
The main reason for this post is to announce that the Half-Life game engine, as used
by CounterStrike, no longer supports animated decals. Sorry, but this is out of my
control. This has actually been the case for some time now (because of a game patch).
Unfortunately, some Wally users have gone to the trouble of making an animated decal,
only to discover that they can't use it in-game. Then they email me. I hope this post
saves someone the wasted effort of creating a unusable decal.
Also, many of your Half-Life engine texture questions are answered
HERE.
- Neal
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The forum is gone...
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It looks like they've removed our forum. I'm not surprised, since there were
so many requests for cracked game CD codes and such posted on it.
I'm sorry that I did not have time to properly moderate the forum, but ultimately
it was the abuse of the forum by a few users that caused it to be deleted by our host.
Also, if you're having trouble downloading Wally, here's another link to try:
http://jono.xantaxnz.com/files/miscfiles/wally_155b.exe
- Neal
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Just a short note to let you know where things stand...
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I don't seem to have time to work on Wally these days. I don't want to
give up either, so I guess I'm just going to wait and see. I'm still
answering email, but I'm sure I've missed some in the last few months.
Sorry.
Ty, if you read this, please email me with your current email address.
- Neal
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I'm going on vacation...
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I'll be out of town for a couple of weeks and it's unlikely I'll be checking email, so
don't expect a quick reply. I also have several weeks of backlogged emails, which I'll
try to answer tommorrow. When my life settles down again, I'll try and spend some
quality time on the Wally code.
'Til next time...
- Neal
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Yes, I'm still alive...
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I'm sorry I haven't been able to update this site or work on Wally lately.
I've been completely overwhelmed by work and personal issues. I would
like to continue working on Wally, but right now, Wally will just have
to wait. Sorry.
I've cleaned out a bunch of the old messages in the forum;
it should load a lot faster now. Please do NOT post requests for CD keys, hacks, etc. Thanks!
- Neal
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Download problems...
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Someone sent me an email. There seems to be a problem with the downloads.
I'm not sure whatthe problem is, but here's a link that works:
http://www.fileplanet.com/dl/dl.asp?planethalflife/wadfather/tools/wally_155b.exe
You don't *have* to sign up for the personal server file service, just scroll
down to "FilePlanet Public Servers" and select one of those. Wally is still
being worked on occasionally by Ty and myself, but right now we just don't
have a lot of time to spare (due to real-life issues).
- Neal
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Wow! It's a whole new year!
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I'm sorry I haven't been around much lately. I'm being "slammed" in real-life,
to quote a good friend of mine. A few of you have emailed me
recently to report bad links or ask for help. I'm sorry but I just haven't
had the time and energy to work on Wally lately (and that includes answering email).
However, I have not abandoned the Wally project. I fully plan to continue
to develop Wally; just as soon as I can spare the time. Part of my time problems
are due to a flakey computer. I've spent *way* too many hours trying to fix it, lately.
I haven't spoken to Ty in a while. I know he's busy in real-life too. He's
still supporting Wally though; I occasionally get CC'ed on an email to Wally user.
Don't worry, we'll eventually get around to releasing an update. Please be patient.
- Neal
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November 22nd, 2001
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(Thanksgiving Day) |
Happy Thanksgiving!
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I'd like to wish all of you a happy thanksgiving. For many of us, this has been
a difficult year, but there is still much to be thankful for. Personally, I'm
thankful for my wife, Alaine, my friends, and that I still have a job in this
troubled economy. I'm also thankful for you patience. Ty and I have been very
busy in "real life" and have not had as much time to work on Wally as we would
like. I sent Ty an update a few weeks ago and we should have a new version as
soon as he has a chance to finish what he's working on and make a new version.
- Neal
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I've finally had some time to spend on Wally!
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I've written a bunch of new code and fixed some bugs. I also updated our TODO page.
If you'd like to see what I've been up to, just click the link in the left margin and look for "Recently Completed". :-)
- Neal
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New ActiveX Control for Developers
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I just posted a new ActiveX control download. This ActiveX control is called WADDisplay, and as you can guess by the name, it allows you to display images from a WAD in your own GUI application. If you're not a programmer or have no interest in programming, this won't have much use for you. But if you're a VB or VC++ programmer (or you'd like to learn,) this new control makes it incredibly easy to add WAD display functionality.
The control will enumerate through all of the images in the WAD for you so you can display them in a list or do as you please. I've included sample projects for both VB98 and VC6.0. Both samples do the same thing... they're a simple GUI with a listbox on the left, the control on the right, and a method for selecting the WAD file. When you click on an image from the list, the display will change to that image. A readme file is included for more details on all of the methods and properties of the control.
- Ty
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Tutorial Updates
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I just posted a new tutorial to the Tutorials Section... Working with WAD files in Wally. This tutorial is very comprehensive, covering everything from adding images
to exporting images to filtering and display options. If there was anything you ever wanted to know about editing
WAD files in Wally, this tutorial will cover it.
In addition to the new WAD tutorial, I added a section to the Decal Wizard tutorial which covers animated decals. If you've attempted to make an animated decal before and couldn't quite get it, the tutorial should help you out. I've also included a link to a sample animated decal that I created for the tutorial which
is fully functional, and a nifty little calculator that you can use to figure out what size images and number
of frames you can successfully build. If the calculation results in an ERROR statement, then you know that
combination just isn't going to work.
Work on the next version of Wally is coming along nicely. Neal and I have a few really cool things already finished, and we're working on even more. This next release should be a fairly good-sized one, so keep an eye out for it in the next few weeks. If there's something you've always wanted but were afraid to ask, send us an e-mail or post a note in the forum and we may just consider it.
- Ty
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Version 1.55B is out!
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Bug fixes/enhancements:
- Image|Blend filter was not blending properly (thanks Lagbert!)
- Attempting to save over a read-only file was causing unhandled exception (thanks Sickama!)
Improved:
- Added Blue-Shift to the Half-Life derivatives that the color decal wizard recognizes
- Tweaked image-loading code to improve performance
New Stuff:
- Serious Sam TEX file support
The bug fixes alone were pretty important, which is why I pushed this out with only a few additional items. The Serious Sam support is preliminary at this stage. We only support 24-bit editing of individual images right now, and some of the Serious Sam TEX files are 32-bit. If you try and open these types of textures, you'll get a warning suggesting you should close the file immediately as the alpha mask will be lost if you try and save over the original.
The main thing I think people working on TEX files will benefit from with this version is Wally's batch conversion tool. I tested it out pretty thoroughly, and didn't run into any problems. Not that I can guarantee there aren't any, of course :-)
Since many TEX files have alpha masks, and since TEX files can actually store more than one image (multi-framed animation files, like animated GIFs,) I'm thinking about building an editor similar to the WAD editor in Wally. I'm envisioning an editor that would allow you to add/delete/edit individual frames, edit greyscale alpha-channel masks for any of the frames, create/edit multiple animation sets (define which frames belong to a particular animation, set the animation speed, etc.) and anything else that might be of use to someone working on Serious Sam levels. If you're developing a Serious Sam level/mod, and are working heavily with textures, send us a note and let us know what kinds of things you'd like to see. Now is the time to offer suggestions, before I get too far in coding the interface.
I think the whole story behind Serious Sam (Croteam) is pretty amazing, not to mention the game is just cool, which is why I wanted to get this game done. My next goal after Serious Sam is to nail down the Lithtech file format, which is used by the game No One Lives Forever. They recently put out the mod development SDK, so I'm guessing there might be some people looking for useful conversion tools. And as always, Unreal, SWAT3, Tribes, and others are on the list of things to do.
- Ty
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Bug fix: Version 1.54C is out!
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Whoops! It appears that 1.54B has a bug. 24-bit BMP images spit out an error message and won't
allow you to open them directly within Wally. It was a simple fix, but of course it requires a
new version of Wally.exe. Hence, version 1.54C is now up on the site ready for download.
- Ty
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Version 1.54B is out!
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It's been a while since our last update, but this new release should give some hope to the Wally
faithful looking for new and exciting releases. Let me get right down to the cool stuff this version
entails.
Bug fixes/enhancements:
- Total re-write of batch conversion code to fix annoying problems (streaky images, missed images, etc.)
- Added ability to create a new WAD file when doing batch conversion
- Fix for upside-down 16-bit TGA files
- Fix for retail version of Counter-Strike for the Decal Wizard
- Can now do a File|New and choose PAK as the type
- Adding text files to a PAK at the root node will now appear in the list
- Updated library for PNG files
- Rewrite of I/O code for nearly all image loading routines, making them faster with more OS-level buffering
New stuff:
Let me touch briefly on some of the fixes/enhancements. Many people were confused as to how to go about adding
images to a WAD file. The new option of creating a WAD file using the Batch Conversion tool should make this
a little easier, so you don't have to start up a new WAD first before going in.
The Batch Conversion routines themselves
were completely overhauled, as noted above. There were many multi-threading issues that were frankly just poor
coding on my part back when I was first learning how to code a multi-threaded app. The new routines are much
more stable and robust, eliminating many of the "weirdness" factors that were occuring. Specifically, the PNG
and JPG libraries were not thread-safe for any version previous to 1.54. It was very possible to see weird
anomalies with batch converting either of those types.
The new stuff is pretty cool. The WAD Merge Tool is an item that many people have asked about but has
never materialized in the mod community (at least that I've been able to find.) So I built one in Wally
that offers a full suite of functionality. In brief, it lets you take any number of source WAD files,
specify image name wildcards for each WAD file, restrict the merge by the size of the image, and specify
duplicate image name options. You can merge the images into a brand new WAD, an existing WAD on your hard
drive, or into an existing WAD already open for editing in Wally. For more details on this cool new tool,
head to the Tutorials Page.
That's about it for this release. For the next few releases, I'm going to try and concentrate on branching
out into new game types.
Will you run a mirror of the Wally download?
Many people have e-mailed us complaining about 3DDownloads.com, and how they have not been very successful
in retrieving any downloads. As a result, I think it's best to have a couple spare mirrors that are
outside of 3DDownloads.com. If you run a FTP server, or a web site, and you're willing to help us out and
store a copy of the latest version of Wally, please e-mail us and let us know. This is purely voluntary, and
we can't offer anything for it other than our warmest thanks, appreciation, and a good link. Oh, and the
Wally user community will thank you :-)
- Ty
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Anyone want to win a GeForce2 MX 400?
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I'm sorry I haven't been around very much lately. I've been very busy
these last few months. I hope this news will make one of our Wally users
very happy: Another site that I support is Bjorn3D. They've just
announced a contest, whoever is still using the oldest, most obsolete
computer that can use a GF MX 400 will win it. Here the link:
http://www.bjorn3d.com/subpages/contests/oldpc/
Good Luck!
- Neal
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Counter-Strike Issues
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It seems that a lot of you are having trouble with Wally and the retail version
of Counter-Strike. One of our users sent me an email
(thanks Folxam!) with an easy work-around:
"... a lot of people are having problems with the Retail version of Counter-Strike
and Wally's HL-wizard... The wizard wants the hl.exe but in the retail it's
been replaced with cstrike.exe ...
Solution:
Tell them to make a copy of cstrike.exe and rename it hl.exe...
Now the mod-selector isn't greyed out..."
- Neal
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A few things
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First off, the confusion and mass hysteria related to HL color decals does not seem to ever go away. Sigh. I've
taken the step-by-step instructions I posted in the news entry for version 1.52 and made a tutorial out of it. I've
also included a group of common questions people have, with the solutions to those problems. Head over to the
tutorials section and find the link for the HL Color
Decals. I'm going to work on creating one for just Half-Life WADs, as there is also confusion on how to work
with those files, as well.
The next item on the agenda is a belated Happy Birthday to Wally, who turned 3 years
old this past month. His official birthdate is January 16th, 1998. It's hard to believe we've been coding on
it for that long. Well, obviously not the entire 3 years, but you know what I mean :-)
No One Lives Forever
Okay, now for some fun stuff. No One Lives Forever. Oh
my God! I bought this game last month and just finished it this past weekend. It is possibly the best game I've
ever played, and that includes Half-Life. If you haven't checked it out yet, you don't know what you're missing.
It has been receiving tons of positive reviews. Built with the LithTech engine, the game is basically you
playing the role of Cate Archer, a "super spy" for British Intelligence set in the 1960s. Sort of like the
female equivalent to James Bond. The graphics are simply stunning. The gameplay is fantastic. The character
interraction and cut-scene dialogue is very professional, humorous, and a perfect match to the overall gameplay.
I can't really say much more other than "you have to buy this game." They released the LithTech collection
of tools, so you can build your own maps and textures. I'm investigating what it would take to be able to create
a GUI tool for manipulating their game format files.
Other game support
I'm currently looking at not only Unreal texture support, but also support for Tribes2 VOL files, and even SWAT3
stuff. Add to that the NOLF files if the LithTech people respond to my query. I'm currently attending night
school at DePaul University here in Chicago, so my time is even more limited now than it was a few months ago,
but the class I'm taking will be finished in March. So keep an eye out for upcoming versions that include
support for some additional games.
Linux port of the WAD3 source code
Holger Kremss sent me a Linux port of the WAD3 source code I published
last month. He wanted to have a version that detailed the format without having to deal with the Windows stuff.
It's also pure C instead of C++, so if you're more comfortable/familiar with C, that might be a better
starting point rather than having to figure out what I'm doing with file I/O, exceptions, and the like
on the C++ side. The code looks good all on its own, so I've just posted it as another download for you to grab.
Head to the downloads page, and scroll down to the middle of the page where I've put the WAD3/texture stuff.
- Ty
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Version 1.53 is here!
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Due to the overwhelming demand for some sort of file association fix, we set out to build up a new version of Wally
that eases the pain of file associations. We've fixed the bug where if you uncheck a file type from the file associations
tab it doesn't actually do anything. With this version, unchecking it will remove the Wally reference completely,
allowing you to double-click on the icon in Explorer. This will then prompt you for the application you'd like to associate,
and you can fix the issue quickly and easily.
The second part to this file assocations nightmare is that we are now going to be storing away the old assocation for you
before we'll actually make the change. This is to keep people from losing a file assocation that they really didn't want
to override. It will probably make their parents much happier, which in turn makes us happier, and gosh darnit if the world
doesn't love that, then I don't know what else will. So if at any point (going forward here, this isn't in any older version,
unfortunately) you decide that Wally is going to handle your JPG or BMP files by making Wally the default assocation, and
later on you decide that's not really what you wanted, we're going to be super-duper nice to you and we'll actually put
things back. All you do is uncheck the box, and POOF! You're back in time. I don't know of any other program that bothers
to go to that length :-)
This version also fixes a bug with the editing tools that use decals. Changing to the images tab on the decal toolbar
would cause an unhandled exception, which promptly dumped the app. It was a long and arduous battle finding that bug,
but it has been squashed. I enhanced the debugging information as well, so that we can get a little more info out of
the exception.
- Ty
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WAD3 Source Code
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Numerous people have e-mailed me recently (and in the past) inquiring about some source code for the WAD3 specs. I
never really had anything to give them other than some basic headers and whatnot. Well, I decided to take it one
step further and make a fully functional program available for download, right here on Telefragged:
- WAD3 Source Code
This is a program that will read a Half-Life WAD and write out all of the images inside it to disk as PCX images. All
by itself it's not overly useful, but it handles all kinds of error conditions and points you in the right direction
if you want to make something on your own. It's all C++, but I made sure not to use any MFC stuff or stray too far from
standard C++/Win32 code. Hopefully someone will find it useful and will start making some cool new things :) The code
is completely freeware, no strings attached. Do whatever you want with it.
Speaking of cool new things, I mentioned earlier that I had downloaded the Unreal texture format specs from Epic. I received
a few responses about it, and so I wanted to ask you, the Wally user, whether or not you think support for Unreal textures
(UTX files) would be a useful thing to have in Wally. I don't want to duplicate efforts from what UTX Viewer is doing unless
there's a strong demand for it. Send an e-mail, or post a message on the forum if you have an opinion and you want to share it :)
- Ty
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December 31st, 2000
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Happy New Year (almost) |
Beta Version 1.52b is here!
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That's right folks, a new version! It's been a while... quite a while, in fact, since our last beta
release. I probably don't even have to mention why, since we've mentioned too many times how the whole
"Real Life" thing has gotten in the way of our fun.
However, the wait is no more! I'm happy to announce version 1.52b was just posted to the ftp site,
and should be mirrored to those other places in a short time. This new version contains a cool little
wizard that should make creating Half-Life color decals MUCH easier. The keyword is easier, for
both you and us, since we've been flooded with e-mails and forum postings from people totally new to
game textures asking how to create these color decals.
Q. Uhh, so how do I make color decals again?
A.
- Download 1.52
- Run the downloaded self-extracting EXE, and extract the program to your hard drive
- Start Wally.exe
- Go to Wizard|HL Color Decal Wizard:
- Select your Half-Life folder (use the little [..] button to bring up a GUI)
- Choose the mod you want to put the decal in (IE cstrike for Counter-Strike)
- Choose where you're going to provide the image for the decal
- Clipboard: you must already have an image on the clipboard
- File: IE a BMP, PCX, or JPG file sitting on your hard drive
- Let me edit: you can make the decal yourself using Wally's editing tools
- Click on OK when you're ready to have Wally create your decal
What you'll end up with is a brand spanking new WAD file, named PLDECAL.WAD, and your image of choice
will be named appropriately inside that WAD... ie {LOGO. For those of you who aren't overly
familiar with Half-Life textures, a WAD file is a collection of game images. It's like a ZIP file that
contains nothing but images of varying types for the game to use.
Please Note: Once Wally builds the WAD file, it won't automatically save the file to your hard
drive. We're giving you a chance to back out of the decal in case something went terribly wrong... like
you picked a picture of your sister instead of Latetia Casta. So... in order to finalize the deal, you're
going to have to save the new decal. You'll be told of this as soon as you try and close the WAD,
or close Wally. Just click on Yes when it asks you to save and Wally will put the decal in the
appropriate directory. Or, just shortcut the whole deal and hit Ctrl-S. Of course, if something
did go wrong, click on No and start over.
Also of interest: I've fixed up the color translator tool for manipulating palettes. It will now actually
swap indexes the way you'd expect them to. Some people were having problems moving around index #255.
If your only intention with using Wally is to make color decals, the wizard will make your life much easier.
It handles this index 255 thing exactly the way you want it to, and will automatically map your pure blue
pixels over to that index. Of course, you can always choose to do it the long way and just build them
from scratch. Just note that Wally won't make any assumptions about your intentions outside of the
wizard, and as such it won't handle the pure blue index mapping at 255.
Oh, there are also a few bug fixes and some debugging stuff I put in for troubleshooting major problems.
Luckily we haven't had too many, but this version will make it easier. This is also the very first
version we've compiled with Visual C++ 6.0.
Looking for an Unreal texture editor?
I found this site the other day, looking for a place to point an inquiry:
UTX Viewer
It looks like they have some basic functionality that will let you manipulate Unreal textures. I found
out at the same time that Epic has released their file format specifications, so something like this
would be possible inside Wally. I'm not sure whether I'll attempt to put UTX support in, however, since
they've already got something useful in place.
-Ty
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December 15th, 2000
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Color Decal Tutorial!!! |
Happy Holidays!
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Our inbox and the Wally forums seem to be littered with people trying to figure out how
to make the color decal trick work in Half-Life/Counter-Strike. Luckily, the good people
over at the WAD Father have made an excellent tutorial on exactly how to do just that.
WAD Father Color Decal Tutorial
Check it out if you're having any kind of problem getting color decals to work properly.
I'm going to be spending some time putting together some better support inside Wally
to make this easier on people, as it seems to be QUITE the popular thing to do at the
moment :)
-Ty
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Not dead yet!
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Wow, it's been a while since I've posted here! So long, in fact, I've been archived off the main
page. So I thought I might as well address my position personally, since I haven't done so for
a while.
Promotion stuff. As Neal mentioned, I started a new job function earlier this year. That came
right around March, which coincides nicely with when I fell off the face of the Earth. I'm coding 100% of my
time at work now, and am one of only a small handful of programmers here where I work. We can't seem
to hire any quality programmers. Suffice it to say, there is more work to do than people to do it.
Toss that in with the load of work that was put off last year because of Y2K, and well, you get
the idea. I've basically lost 2-3 hours every day because of it, and things don't seem to be
letting up.
There is a bright side to this, however! This lovely thing called winter. Winter sucks here in
Chicago. During the summer months, the last thing I want to do when I get home with only a few
hours of free time left is to spend it on the PC. I'm not just avoiding coding... I don't even
play games anymore. I haven't touched Half-Life, Counter-Strike, or any FPS in over 3 months. And
if you know me, I live for the FPS genre. Now, with winter rapidly approaching, there isn't much to
do outside. No golf, no basketball, notta. I love to ski, but Chicago is a "carpenter's dream" if
you know what I mean. It is a perfect time to get back to coding on Wally. Sounds like a weird
motivational factor, but hey, I need something!
So... we'd love to hear some ideas from you, the Wally faithful. We have our own ToDo list, but right now
I really need something fun and interesting to work on. What would you most like to see added to
Wally... is there something you've always wanted, but were afraid to ask? Something that you
think would be so cool to have? I have my own ideas of things to work on, but I don't want coding
for Wally to turn into a "job." That's part of what caused me to lose interest for a while.
So if you have an idea, open up a discussion on the forum, and I'll start gathering them up. Don't
be afraid to ask for something big!
- Ty
P.S. If you live in the Chicago 'burbs, can code in Visual C++, and are looking for a job, send me
an e-mail! They've got a nice referral program going now :)
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November 1st, 2000
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(Happy Birthday Mom!) |
Good news...
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My program at work has finally shipped and we are now out of "crunch-mode"! I should now have the time
to fix a bug or two in the next few weeks. Ty is still very busy due his promotion, so it looks
like I'm on my own for a while longer. Ty does plan to remain on the Wally team.
Please be patient. I'll post a new version as soon as I have one; check back in a few weeks.
Thanks for your understanding!
In other news, I've posted Valve's official Half-Life TextureSDK on our Downloads page
(at the very bottom.) You can read the texture documentation by clicking the link below.
The SDK zip contains a bunch of other good stuff, in addition to the texture doc.
- Valve's Texture Tutorial (converted to HTML)
- Neal
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The Forum message board is up again...
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The good folks at Telefragged seem to have fixed the message forum. There were a few lingering
problems, like missing bitmaps on the individual messages. I was able to fix it for all new
posts, but older messages will have an X where the bitmaps should be. Some files seem to have
moved and I can't really fix the older messages.
ANYWAY, while I was in the message forum code changing URLs, I found the Y2K date bugs and was
able to fix them! I don't know the perl language, but as a programmer, I was able to deduce what
to do. Now the years "19100" and "100" will display as "2000". It took me long enough to
get around to fixing it. Damn! I'm way behind schedule! ;-)
ENOUGH RAMBLING, Here's some actual Wally news...
I'm sure a lot of you are wondering when the next version of Wally will come out. The
honest answer is I'm not sure. Ty seems to be showing less interest in the project lately.
I don't know how long I can continue doing this all on my own, but I plan to keep working on
Wally long-term. The problem has mostly been a lack of free-time lately. I've been at
Eagleware (my new job) for nearly 6 months, the new version of Genesys (Eagleware's RF
engineering program) should ship soon, and hopefully things will settle down long enough
to allow me to at least fix a few bugs in Wally.
- Neal
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The Forum message board seems to be busted...
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I have no idea what's wrong, but I know Telefragged made some
changes to Perl recently to fix a security issue. I'll do what
I can to fix it, but it may take a while, since I'm going out-of-town
in a few hours and may not have 'net access. I'll be gone for a week.
- Neal
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Where to find tutorials...
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I've been getting a lot of questions about tutorials lately. You can always
follow the links on our Links page to excelent sites like RUST. You might
also want to check out this site that I saw mentioned on
www.stomped.com.
Here's what Redwood had to say:
-
ERR Network
has posted their new
Tutorials
section, which contains 530 tutorials
for Half-Life, Unreal/UT, and the Quake games. Some are there own and the others
are on other websites. It's not just level editing, but coding, and art tutorials
among other things. More tutorials will be added in the future. It looks like a
good one to bookmark.
Be sure to check it out; there looks like a lot of good info there!
- Neal
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The Download Page Is Fixed...
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I've fixed the download page. If I've missed a link, please let me know,
but you should still be able to get to the file if you use the link at the
very top to go directly to the 3D Downloads file directory.
Also, some of you may be using DownloadAccelerator (a great program.) Unfortunately,
it has a problem downloading from any server that limits the number of "connections"
that are open at one time. I've run into this problem myself from time-to-time.
3D Downloads is a site that limits your connections, so you'll need to temporarily
bypass DownloadAccelerator by right-clicking the tray icon (yellow and red lightening
bolt.) Then select Disable Clicks Monitoring from the pop-up menu.
Yes, I wish DownloadAccelerator would work, but the download service and server space
is all provided for FREE, so I can't complain. And neither should you, since Ty and I
would not be able to provide Wally as freeware without a free hosting service.
- Neal
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Download Problems Will Be Resolved Soon...
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There's be a change in the way Telefragged handles downloads and apparently
I somehow missed an email. I will be fixing our downloads page soon, but
in the meantime, please use the following link to get the latest version of
Wally (version 1.51b.)
wally_151b.exe
I'll update again when it's all fixed.
- Neal
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What's this? An actual update!
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I've been able to do a little work on Wally lately! I've been
concentrating on some recently reported bugs, but I've also been working on
a new filter. How many of you are trying to work with real-world texture
images? I mean starting with a digit photo or scanned image. I recently
tried it and ran into a problem with one edge (and especially in a corner.)
That area was noticeably darker than the rest of the image. It was impossible
to clean up using Wally's current drawing tools and filters, so I wrote a new
filter to handle this particular image. I'd like to make it more general so
you all can you it. Do any commercial products have a feature to fix this
problem? (I think it's caused by uneven lighting.) Do any of you have a
problem image in this category? If so, I'd like you to email me at
Neal@eagleware.com
and I'll tweak the new filter so that it handles your particular type of
texture too.
Here's some shots of my work-in-progress filter:
This is the original image tiled 2x2.
(It's a portion of a computer circuit board)
This is after processing with the special filter; notice how smoothly it tiles.
This is after final touch-up (mostly using the clone tool).
This is tiled just like the original; I think it looks a lot better.
I know it's all nearly the same shade of green, but that made the filter
easier to design and I needed this texture for a side project at the office.
I'll try to post here more often, but if you're wondering what's going
on, be sure to check our forum. I drop by several times a week.
- Neal
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Wally is © Ty Matthews and Neal White III.
Quake2, Quake, id, and anything related to the Gods in Texas is of course their property.
Visitors since 11-23-1999: [an error occurred while processing this directive]
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