Funny Guy
#11112 posted by megalodon on 2011/05/25 15:42:03
I did not post the above message #11111
And to that poster: of course I 'tried there', but the info is NOT to be found on that website, nor is it in the manual or readme files. It only mentions how to enable vertex dragging by setting vertex_select_mode "2" in the bsp.cfg but it does not mention the actual process of vertex manipulation....anywhere.
Negke:
#11113 posted by metlslime on 2011/05/25 19:38:54
yes, changing func_wall to func_illusionary would decrease edicts, and increase static entities, and could reduce packet overflows if you convert enough of them.
Metl
#11114 posted by RickyT33 on 2011/05/26 00:57:35
Does it reduce detail of hull 1 if you convert lots of illusionaries to func_walls? i.e. a reduction of clipnodes and whatever else?
I Mean Walls => Illusionaries
#11115 posted by RickyT33 on 2011/05/26 00:58:13
not the other way round, sorry.
Ricky:
#11116 posted by metlslime on 2011/05/26 02:07:32
walls and illusionaries are identical as far as QBSP is concerned, so they have no change on the bsp complexity...
Me = Funny Guy
#11117 posted by Mike Woodham on 2011/05/26 08:08:41
"does not mention the actual process of vertex manipulation....anywhere"
...apart from lesson 7 in the tutorials. However, I do not believe it is as advanced as shown in the Worldcraft tutorials as there is no central handle. I have not searched the BspEditor configs to see if there is a setting for that so you might look there if you have not already done so.
But dragging and cutting and shearing will get you any (legal) shape you want.
Mike
#11118 posted by megalodon on 2011/05/26 15:58:41
I know that tutorial and that's not what I mean. I really mean the stuff you see in the WC tut. I know for a fact that BSP can do that, you can have the same handles on the brush and I don't mean those corners but handles that are between the corners, just as in the WC tut.
Basicly, you can already do this in the 3d window in BSP on default, but I remember there was an easier way and it drives me nuts that I forgot about it, because it was way faster then cutting and shearing.
I Guess
#11119 posted by megalodon on 2011/05/26 15:59:31
I should mail the author...
Wtf Wc
#11120 posted by jt_ on 2011/05/29 07:46:50
Could someone see if this map loads in worldcraft? I saved earlier, closed worldcraft, and now it magically doesn't open. WC reports 1456256322345 solids not being loaded because of errors in the file.
:(
Disregard That Last Post
#11121 posted by jt_ on 2011/05/29 15:39:37
I've already recreated what I lost.
Far Concern
#11122 posted by madfox on 2011/05/29 17:18:14
Sometimes it is handy to know what you've done wrong, before recreating it.
I did a quick search with notepath and concluded you reached an unknown punctuation at line 885.
}
}
{
Here's the corrected map in disregard:
http://members.home.nl/gimli/tl_.map
Ambient sounds. Are there any technical limits or issues with them that would limit you from putting quite a few in, and is it possible to get rid of that wind noise when the player is near sky?
Ambients
#11124 posted by necros on 2011/05/31 03:18:33
yes, there are some limitations on ambient sounds. there is a hard limit on how many can be placed in a map. i believe this is 128.
other than that, it's the only way to get ambient sounds in the engine.
remember though, while 128 may seem like a lot, flames and torches all automatically start an ambient sound, so if you have a group of 4 or 5 flames, that's 4 or 5 ambients wasted, pretty much where a single ambient would have been fine.
and yes, you can get rid of the sky sound in two ways.
a) the shitty hack way is to just make the wind2.wav silent. this is not great since it affects all maps, not just one.
b) use the -noambientsky switch on aguirre's vis to disable the sound of sky. (-noambientwater will take off the water sound and -noambient takes off both)
you can even do this after a map has been compiled and full vised. just run vis again (with the completed state file still in the place) and it will update the sound effects.
Ah cool. Pretty generous limit then really :)
#11126 posted by metlslime on 2011/05/31 08:58:06
MAX_CHANNELS is 128 in standard engines.
But, it turns out you only get to use 116 of those channels for ambients, because there are 4 reserved channels for the hard-coded ambients (water,sky,slime,lava) and there are 8 "dynamic" channels used for pretty much every other sound in the game (gunfire, jump, pain, death, etc, etc.)
So you can have 116 of: torches, ambient_* and light_fluoro_buzz entities before you get an error about "MAX_CHANNELS".
Note, in Fitzquake 0.80+ (and derivatives), and in AguirRe's engines, and probably Darkplaces, the MAX_CHANNELS limit has been raised quite a bit. For example it's 512 in Fitzquake, with 128 dynamics, and 4 hard-coded ambients, leaving 380 channels for static sounds.
#11127 posted by negke on 2011/05/31 10:10:41
If your level has many torches and flames and you're getting into the MAX_CHANNELS warnings, you can turn some of them into point func_illusionaries with a "model" "flame2.mdl" field and use a regular light entitiy for the brightness. This will creats a silent flame. It's useful in areas with several flames in close proximity where one sound is enough; or if they are so far away it wouldn't be heard by the player anyway.
#11128 posted by gb on 2011/05/31 13:20:56
Nobody should need to do that hackery anymore today, unless you're mapping for DOSquake or something.
This Is True...
#11129 posted by jt_ on 2011/05/31 14:04:17
#11130 posted by negke on 2011/05/31 14:19:50
There're still many people who play with Winquake or Glquake. If you're making a protocol 15 map, this is just another limitation to keep in mind.
Thanks For The Info
At my stage it'll probably be barely playable in Darkplaces because of high monster counts in several places, never mind vanilla Quake :)
But it's good to know for future reference.
Highest Monster Count I've Done
#11132 posted by ijed on 2011/05/31 15:13:17
Was in AguirRe's engine at 666 - which is now fairly old.
Does Fitzquake have a variable to increase the number of particles it'll display? Couple of areas with a fair few togglewall with particles on, which I think is stopping weapon fire from producing particles :E
Directq/RMQ not having the same problem.
It Does
#11134 posted by RickyT33 on 2011/06/01 17:27:31
I think it's a commandline command. Or a console command. BUUUUUUT....:
I cant remember what it is.......
-particles #
#11135 posted by negke on 2011/06/01 17:39:02
hmm, what's the default value? :/
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