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Integer Grid... 
is required in worldcraft unfortunately, which means that some types of curve are impossible to make, and are certainly impossible to make at a small detail level.

Your curvy maps are very impressive, so perhaps you should write a curve tut for radiant/Quark/whatever you are using these days. I'd really like to know how to make easy curves in radiant like you can in Worldcraft. 
 
i've added a simple curved pipe to the curve template map (same link).

all these curves in this template map are on grids >= 1, so these curves should also be possible to make in wc.

ok, i'll think about writing a little tutorial, but atm i'm kinda busy :( 
Than 
Hollow pipes are done same as in my tut - slice then skew. You just need to skew each brush of the pipe individualy, cant operate the group.
Never yoused 3-point clipping, its rather complex. 
The Original Tut 
I think it mentioned how to make a solid cylinder curving.

You take the cylinder sideways and stretch lengthwise, clip the end at an angle, stretch sideways (so it's overwide!) and then skew it (it thins to perfect diameter again!). It was a clever trick how the stretch/skew numbers match, since it goes to grid eventually. I don't remember the technique exactly.

Would extrapolating that to a hollow pipe be not straightforward? 
 
except you dont need to stretch "sideways" if you make the sides parallel 
Well 
This is how I did a hollow 6-sided pipe:
http://skynet.campus.luth.se/~chosen/bam/curvtutt/tutu.html

Result:
http://skynet.campus.luth.se/~chosen/bam/curvtutt/tokamak6.png

The map and bsp are in the dir too. All was shown originally in czg's tutorial that is not online now. All glory unto him. 
So, Prey Released 
...Team Fortress 2 on the way...

http://www.gamespot.com/news/6153984.html

...DNF soon?

Soon we won't have any vapourware to bitch about. :( 
There Will Always Be Vapourware To Bitch About... 
Even if TF2 DNF and any other games I can't think of right now come out we will still be able to complain that they should release the earlier versions from before restarts. :) 
New Discuss Thread Opened! 
 
yeah cheers we saw it.

those damn quake bugs always ruining my game and shit 
I Think 
One bad bug is the clipping hulls not always working right with funny angled brushes. Could someone look into that? Is that a qbsp issue or engine? 
Than 
In Worldcraft, you can always cheat. What I mean is the curves don't have to be exact to look good. Look at headshot's Bless, it's created with WC only, yet he managed to get the curves to look great without any fancy editing tweaks. 
Circular Reasoning 
I'd also say, there's no real need for every curve in a map to be aspiring to be a circle, you could do some very nice things with a parabola instead for example. The parabola is also nice because you get exact integer results very easily, since it's just some scaling of y = x * x. The step sizes in the y direction should just count up the odd numbers: 1,3,5,7...while the x step is constant for each segement of the curve. You'd probably want to scale this afterwards though, it's quite steep otherwise. 
I Miswrote 
My curved pipe was 12-sided (instead of 6 what I wrote), so it is a specific answer to than's question.
In WC, no individual brush / face / vertex editing is required after you've done the first brush by vertex editing. I don't know how to do this in gtkradiant since it doesn't work similarly with the shear/stretch functions. 
Bambuz 
One bad bug is the clipping hulls not always working right with funny angled brushes. Could someone look into that? Is that a qbsp issue or engine?

I believe the latest qbsp compilers (aguire, tyrann) have made massive improvements in this regard. 
Kinn/bambuz 
I hesitate to say that they completely solved that problem, but they've added code that deals with most of the situations. I think any remaining problems may be an inevitable result of math imprecision. 
New Quake 1 Single Player Episode 
[This was a duplicate news post -- for info on this episode, go here:]

http://www.celephais.net/board/view_thread.php?id=46894 
Clipping Hulls 
if they have indeed fixed or solved the clipping hull problems that's like the best thing ever! 
!! 
Is anyone (looking at Spog) going to add Prey support to GtK? Preditor sucks afaict (just like DoomEdit, blech) and it's just really cumbersome to use. If so, get on it! 
Quake Help Wanted 
Hi Chaps, it's your old chum DaMaul here!
I need to ask for a bit of help if I may...

1) What's currently the best Quake port for taking nice screenshots in?

2) What do I need in order to be able to record videos from inside quake? ( and maybe also on PC games in general )

First person to help me gets a ham sandwich! 
Holy Crap, My Hero(sandwhich) In A McCann 
FitzQuake is the best all around for a modern port that has hardware accelerated smoothness but still retains the look and feel of software Quake. I typicaly use the software client toChis at a highresolution from my screenshots, for the classic 256 colors dithered together goodforyouness.

As for the second question, I have no idea. 
 
FitzQuake
joequake
darkplaces
qrack

e.t.c. 
Video 
I know ezquake can record straight to avi (I've done it and it works beautifully, the sounds are captured too), but it's a quakeworld client, so gameplay is somewhat different to sp quake, and it can't play .dem files. Graphics are similar to normal sw or glquake (if you turn off all the fanciness). 
I Thought About EZQuake 
or Anthony of Dead on Que's avi code that can be added to most engines, but it sounded like Dumaul
needs something that does screen capture video directly from the PC instead of the game. Maybe EXQuake would still be satisfactory. 
John 
Fraps (http://www.fraps.com/) is pretty good for video capture in general. I have a registered copy at home if you need it, just send me a mail (andyp.123, I use gmail) and I will send it to you.

I also would use Fitzquake as it keeps fullbrights and doesn't make lighting look muddy and shit. It is much more vibrant than anything else basically. 
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