RaverX... And All...
#10360 posted by JPL on 2010/10/12 08:24:26
Well, QuArK is a fantastic straight forward editor, very easy to handle... but it suffers of a fucking bad behavior regarding its floating point coordinates capabilities: this makes sometimes the brushes to be off-grid.
The only way to avoid this off-grid corrdinates to be very careful when you move your faces / vertex, and even when positioning the textures on faces.
If you want to correct any leaks or "hole in maps" you have to read this first (The aguirR'es Mapping Holy Bible) http://user.tninet.se/~xir870k/tooltips.txt that will give some very good procedure to solve 99% of your leakage problems.
However, for the remaining 1%, you can still open the .map file generated by QuArK after QBSP process, and look for the floating coordinates: that will give you an indication where are the corrupted brushes, and you'll be able to either replace it, or force it to grid with the editor.
In anyway it is long, it is painful, but it is worth doing it :)
Digger
#10361 posted by RaverX on 2010/10/12 08:57:44
Spirit, it'a too late for "don't use digger" (for my current map ) - I have tons of diggers there.
But let's say that in the future I will stay away from digger - how can I replace that ? How can I make holes in a brush without using diggers ?
RaverX
#10362 posted by JPL on 2010/10/12 09:52:10
How can I make holes in a brush without using diggers ?
Easy: you have to make it manually.
Example of a tunnel:
- Bad: you can use two "cubes", inserts a "digger cube" in a "solid cube"...
- Good: you can make it manually with 4 cubes, without digger, just making the hole a real hole with brushes
Dunno if it is clear :P
#10363 posted by Spirit on 2010/10/12 09:56:14
For clean mapping you place each brush by hand. A cube room consists of 6 brushes.
Real Digger
#10364 posted by RaverX on 2010/10/12 11:50:59
JPG, it's very clear, that's how I do the rooms, tunnels and everything. But I was talking about "real diggers" : imagine that you have a pillar and you want to puch a lot of holes into it.
It's very easy to make a "long" cube, then dig a pyramid in it and multiply that digger.
How do you do that without diggers ? (I know it can be done, but it's hell)
Sorry
#10365 posted by RaverX on 2010/10/12 11:58:44
Sorry - JPL (not JPG) :)
Something like this : http://img841.imageshack.us/img841/4003/holes.png
Imagine that in 3D with a lot more holes (and not only on a column, but with more rows)
I Would Make It 1 Brush At A Time
#10366 posted by RickyT33 on 2010/10/12 12:04:39
Or make one "section" as a brush, then copy and paste it. This way you have absolute control over what you make. The computer cant screw anything up for you.
I Dunno If It's Helpful
but your pillar sounds kind of like something I've been fiddling with:
http://img833.imageshack.us/img833/5668/zqftest03pillar.jpg
making the whole thing out of chunks that fit to the grid
Make Stuff
#10368 posted by ijed on 2010/10/12 12:49:04
A brush at a time is always better. The automatic carving tools just aren't very good. If they were then mapping would be semi-automated, since knowing where to cut stuff needs a good understanding of good build quality that the editor itself doesn't have.
Not that vertex editing and clipping tools aren't good. Like Ricky says, just don't trust the machine to do anything remotely clever.
Use Ctrl+B
#10369 posted by meTch on 2010/10/12 15:39:15
But dont use it too much it turns everything to shit when you do.
#10370 posted by necros on 2010/10/12 18:40:01
just don't trust the machine to do anything remotely clever.
oh god, THIS.
carving a square hole into a square brush, you'd think it could at least split the resulting polygons in a symmetrical way.
2/3 point clipping is pretty much a replacement for carving, honestly, because the only times you end up being able to use carving is to flat out remove bits of a brush.
Who's Got
#10371 posted by ijed on 2010/10/13 14:05:05
The WC Adapter texture conversion utility working on windows 7?
I got it working ok on Vista 'run as administrator' but the same doesn't work on 7, it just throws the most enlightening error message ever 'no log exists'.
I could convert the textures elsewhere and pass them over but its a pain in the balls and bad practice.
Icky Fleshy Textures
Can anyone recommend a wad with some nice flesh textures in it?
Ogro
#10373 posted by ijed on 2010/10/16 18:20:48
cheers, looks like a fun set :)
#10375 posted by necros on 2010/10/16 20:45:11
zerstorer also, and of course doom :)
Yeah
#10376 posted by ijed on 2010/10/16 21:34:05
I tried a few times to make something out of the organic room tex' but couldn't put anything together that worked. I mean the ones that have the door included.
#10377 posted by necros on 2010/10/17 03:22:05
i'm not a fan of ogro textures because they are way too dark. you basically miss out on cool shadowing because the textures are nearly black to begin with.
the textures are very cool, but just don't allow lighting to look good on them.
DP Recorded Demo Does Not Play Well On FitzQuake
#10378 posted by JPL on 2010/10/17 10:17:55
Spirit recorded a demo using DP of my latest map last week, but it does not play at all on FitzQuake..
I really would like to avoid DP install on lmy computer, so is there any converting tool/method/whatever that would allow to play the demo on FitzQuake ?
Thanks a lot in advance...
Still No.
#10379 posted by Spirit on 2010/10/17 12:08:25
Just make a second quake directory and put darkplaces in that. Not like Quake is particularly big these days :P
"DP Install", Give Me A Break
#10381 posted by negke on 2010/10/17 12:31:45
All you need is the exe, just like most other engine ports.
Doesn't it share config files though?
#10383 posted by negke on 2010/10/17 12:50:15
Yes, but DP-specific cvars are ignored/removed by the others.
#10384 posted by Trinca on 2010/10/18 10:47:06
ZealousQuakeFan my Quake directory is 7 gb :p of course in a 500 gb disc is very few...
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