BSP Extraction Warning
#1076 posted by JPLambert on 2004/02/12 09:03:41
So, if I make some modifications into a BSP extracted map, with such warnings, without re-brush the failing part, does the re-build BSP file will be OK or not ??
#1077 posted by LTH on 2004/02/12 09:49:07
What you say??
Yes, Rpg
#1078 posted by necros on 2004/02/12 11:49:34
but only if there was a map loaded before it.
...ack! i think i'll just stick to not including the textures and being an asshole!!! argh!
Or...
#1079 posted by R.P.G. on 2004/02/12 12:15:51
Maybe you should just include the textures like everyone else??
I just did a test, and when I added a new 64x64 texture to a map, the .bsp size went up by 5.47 kilobytes (5604 bytes). So for both a clip and trigger texture, you would be saving less than 11kb. I don't think that will have much impact on in-game performance, especially since you're already designing maps with four digit r_speeds. And you're only saving about two seconds of download time for a modem user. Honestly, why go through the hassle of removing the textures and risk having some engines crash when it's having such little impact in the first place? I can assure you that if the increased performance and smaller filesize had a big impact that id Software would have done it on the original maps.
FINE!!!@!@!$@4253
#1080 posted by necros on 2004/02/12 12:26:21
i hope your happy. i'm going to pout for the rest of the day!
... :P
Mission Accomplished
#1081 posted by R.P.G. on 2004/02/12 12:58:18
Today's todo list:
* Wank. (check)
* Piss off necros. (check)
* Build this room in QERadiant.
* Tell necros that "your" is not the proper contraction of "you are."
* Wank again.
2/5 so far for today.
Bitches!
#1082 posted by necros on 2004/02/12 13:13:01
�
So You've Wanked
#1083 posted by necros on 2004/02/12 13:13:34
twice already?
(should have caught that before... :P)
Oh...
#1084 posted by necros on 2004/02/12 13:14:36
wait...
gah... it's too early... ugh
AguirRe
#1085 posted by Vondur on 2004/02/12 13:16:51
so as i got there is no antilight in your light util, right?
Vondur
#1086 posted by aguirRe on 2004/02/12 15:03:02
No coloured lighting or antilights planned ATM.
AguirRe
#1087 posted by PuLSaR on 2004/02/12 16:19:37
will the antilights support be planned any time later?
Heh
#1088 posted by pushplay on 2004/02/12 19:52:44
Or do you atleast plan to plan to plan on antlights?
Antilights
Antilights are pretty useful sometimes, it'd be nice to have them in your light tool someday, aguirRe... its one of the few things I miss when I use your light tool (other than radiosity, hah).
While things like radiosity might not be feasible, antilights are hopefully possible, I hope you'll consider considering planning to plan to add it later :D
Hmmm
#1090 posted by necros on 2004/02/13 00:47:39
this is gonna seem strange, but is it possible to map for halflife from gtkradiant?
ie: is there a converter to convert an quake map into an hl map?
Necros
#1091 posted by Vondur on 2004/02/13 03:15:55
there's official hl support for gtkradiant
as for the converting i'm not sure
Antilights
#1092 posted by Vondur on 2004/02/13 03:17:35
yes, they're very useful especially when u use ambient light, and you wanna make id style arch exit leading into the blackness. it's impossible ot make this blackness with ambient light enabled and with no antilights :) i met this problem now, so i'm puzzled how to solve it...
Yes...
#1093 posted by metlslime on 2004/02/13 04:58:21
i've done HL mapping with gtkradiant. It basically works.
Heh
#1094 posted by necros on 2004/02/13 14:28:23
awesome, got the editor set up for it... now, can someone point me towards good hl compilers?
Necros
#1095 posted by Vondur on 2004/02/13 15:42:21
Hellllp?
Can anyone help me solve this? Last night I tried to replay after a long time 2 mapping masterpieces such as Insomnia and Contract Revoked... both of them made quake crash as soon as I entered the final slipgate to get to the 1st map.... I run MhQuake on a 700 Mhz Amd with 256 mgRam and a Geforce2mx on Windows 2000... When MhQuake Loads up, usually gives these messages (they do not harm gameplay, though, or so it seems....):
unknown command "gl_flashblend"
unknown command "r_maxsurfs"
unknown command "r_maxedges"
Anyone got a clue? Thanx...
...
#1097 posted by necros on 2004/02/14 12:29:38
that's because r_maxsurfs and maxedges are for software only (czg put those in so that it would work for both)
and gl_flashblend was probably removed from mhquake (it's that orange sphere that replaces the dynamic light. most people like it off, with the regular dynamic light instead, and it looks like czg put that in there to turn it off by default.
Q1 Map Tools For Radiant?
#1098 posted by FaTbOy! on 2004/02/14 14:59:05
Ive seen links to these on peekaboom's site and on several PQ LOTW pages but all are dead. Id really like to get ahold of these tools so I can use one editor for all my quake mapping needs. :)
Thanks! FaT.
Basic Antilight Support
#1099 posted by aguirRe on 2004/02/14 15:55:37
is in testing phase and can hopefully be included in the next Light release. So far it looks good.
It doesn't support all variants that TyrLite does, but I hope it's sufficient. There's no anti-sunlight and it behaves like the TyrLite -nominlimit option is always enabled.
Great!
#1100 posted by PuLSaR on 2004/02/14 16:16:44
looking forward for the release of the next version of your Light tool
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