In Theory
#10314 posted by ijed on 2010/10/06 18:55:00
But I've never gotten it to work.
If you have a noclip brush inside a load of normal brushes (ie. they're on the outside of the func_) then the noclip will still push the player.
I've managed to get it sort of working via extended movewalls :)
I don't need it to do too much, it's not actually pushing the player but monsters :E
#10316 posted by metlslime on 2010/10/06 19:51:34
skip would work.
movewalls don't need a visible object.
clip only works if it's bounded by visible brushes (physics test box is determined by the outer extents of all visible brushes.)
Call A Texture "skip", Apply It To The Func_
#10317 posted by RickyT33 on 2010/10/06 20:19:36
And download newskip.exe from a link provided by someone who knows where a copy is. Probably here:
http://www.quaddicted.com/tools/newskip.zip
Then run it after compiling your map, i.e.
"newskip mapname"
in a command prompt :S
Texmex?
#10318 posted by ranger on 2010/10/07 02:37:06
You mean Texmex can replace textures into a BSP?
Because I checked and it could only generate WADs with the new textures
#10319 posted by necros on 2010/10/07 04:29:10
adquedit can replace bsp textures too, iirc.
it's really old though and has a very strange user interface.
Alright
#10320 posted by ranger on 2010/10/07 08:15:07
ok, so how do I do it?
In the file menu - TexMex can't export/save .BSPs
When I simply open a BSP with it and replace a texture then click save from the file menu, the opened BSP remains unchanged and TexMex creates a WAD with the modified level's textures
Well Shit
#10321 posted by rj on 2010/10/07 19:30:23
just tried again to do it and i stand corrected. was sure i'd used it before for that :S
just tried adquedit and that works - basically it looks like you have to first find the textures you want to add in, and export them from wherever they are as .mip files (texmex can do this) then load the map you want to edit in adquedit, and choose 'replace mip', which lets you import a new .mip file
someone needs to remake adquedit :)
#10322 posted by metlslime on 2010/10/07 21:17:26
someone needs to remake adquedit :)
yeah... i haven't touched it since it malfunctioned and deleted my whole quake directory. It was halfway through my quake2 directory when i hard-rebooted to stop the devastation.
FrikaC's Fimg has some of the capabilities. I haven't used it much, though.
I actually wrote some command-line "lmp2pcx" and "pcx2lmp" programs a few years ago (right after the adquedit disaster), perhaps i should release them. I also made spr2pcx, but when I got to trying to make a pcx2spr, i realized you actually need some extra metadata to generate the spr (i.e. sprite flags, frame groups, etc.) and sort of ran out of steam at that point.
#10323 posted by necros on 2010/10/07 21:29:03
i wish i understood how to read files that weren't just plain text. i've wanted to do a sprite program since there are still things in fimg that aren't great.
for example, it's very difficult and lengthy to align sprite center points across multiple frames when the frame dimensions change. you basically have to wing it and do it by hand.
Any Alternatives?
#10324 posted by ranger on 2010/10/08 07:28:11
If Texmex can't replace a BSP's textures, what should I use? Fimg?
As for adquedit,
replacing the .MIP files = replacing the BSP's textures?
Yeah
#10325 posted by RickyT33 on 2010/10/08 10:21:16
each .mip is one Quake texture. A .wad file comprises of several .mip files. A .mip contains an image of a texture, and it contains smaller simplified versions of the same texture, to save on memory when you are far away from a texture. So a 64x64 .mip contains a 32x32, a 16x16 and an 8x8 version of the same texture :)
You will see this effect if you work with Wally or TexMex (I think) and you just focus in on one texture.
Those Smaller Versions
#10326 posted by ijed on 2010/10/08 15:14:51
Are called mipmaps.
NVM
#10327 posted by ranger on 2010/10/08 20:23:11
thanks anyways guys - I've finally got it working
"SubdivideFace: Didn't split the polygon near (-3232 -624 -208), twall2_5"
I broke it :(
Well
#10329 posted by RickyT33 on 2010/10/08 21:44:40
Which editor are you using?
Also:
http://user.tninet.se/~xir870k/tooltips.txt
Very useful.
Do a "check map for problems" in WC3.3.
Try and find any faces with daft texture dimensions.
Thanks :)
Doesn't come up with a brush problem in check for problems. Guess I'll just poke the textures as you said.
It's odd though. The section of map in question I made in a seperate file and copy/pasted over. Only broke when trying to compile after sewing it together. Was a lot of brushes though so I guess it just broke something :(
Zoom In On It
#10331 posted by RickyT33 on 2010/10/08 22:08:16
and look for mis-aligned vertexes.
Ah, Found The Blighter, Cheers :)
For some reason a random face at the back of a func_train was 0.25 scale...
So...
...Fitzquake does have an entities limit :)
Have to cut my map in half :E
Or...
#10334 posted by metlslime on 2010/10/09 02:10:21
raise max_edicts to a higher value.
Can I do that without changing source code? :E
It's A Cvar
#10336 posted by metlslime on 2010/10/09 02:44:15
The Clipping Tool And The Vertex Manipulation Tool
#10337 posted by RickyT33 on 2010/10/09 03:03:15
are invaluable in WC3.3, but the textures can often become fucked up as a result. The best bet is to highlight the brush, then go into texture mode, then send the textures from all brushes "to world" (see texture panel) or "to face". These give different results, depending on the angle of the face. "To World" is good if everything is on grid, just perhaps shifted slightly in 1 direction. ~Use "to face" if the face is at a weird angle or if the face just looks fucked up. :D
When I Say "all Brushes"
#10338 posted by RickyT33 on 2010/10/09 03:04:42
I mean "all selected brushes"
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