An Idea For A Ctf Map...
#1127 posted by FaTbOy! on 2004/02/16 10:47:58
A while back there was a thread here arguing which texture set was better Runic or Base. Ever since then I have been pondering building a ctf/tf map in which the two sides can battle it out. The textures would be original Id with the possible inclusion of some from rogue and hipnotic. I am not sure the bases would be identical for each side, might be interesting to mix it up.
I know most people here are DM or SP players but I thought it might be worth running by everyone. So...what do yall think?
Go For It Fatboy
#1128 posted by HeadThump on 2004/02/16 11:11:59
I'd like to see it.
Yeah... :-)
#1129 posted by xen on 2004/02/16 11:42:47
Would be funny
A Question On Entities
#1130 posted by necros on 2004/02/16 16:55:31
before i go over that 255 entity limit... :P
what exactly counts as an entity? (not talking about edicts here)
i know that:
-each type of monster (if used) will count as one (so either 1 or 100 shamblers count as one)
-each func_ (other whatever bmodel) counts as one (unlike monsters, each iteration counts as one)
-echo misc item counts as one (like monsters) (includes weapons, ammo, health, etc...)
is there anything i'm missing, or do i have some of those wrong?
Heh,
#1131 posted by necros on 2004/02/16 16:56:14
i wrote echo instead of each. too much batch file writing i guess.
Necros
#1132 posted by aguirRe on 2004/02/16 17:15:20
have you checked my archived QMap thread? I think there are some explanations of this issue there.
I Really Would Have Checked It
#1133 posted by necros on 2004/02/16 17:45:37
but ie keeps crashing when it loads the page. actually, ie crashes whenever i load a big page... it will crash if i opened up the GA thread from post 0...
In The Zip
#1134 posted by aguirRe on 2004/02/16 18:15:47
there are also three smaller pages, one for each year. That's what they're for. My old system also crashed the first time I loaded the whole thread.
I Know
#1135 posted by necros on 2004/02/16 18:37:54
�
If IE Still Crashes
#1136 posted by aguirRe on 2004/02/16 18:51:45
even with the small pages, try a better browser shell. I can really recommend GreenBrowser, http://www.morequick.com/indexen.htm , I've been running it for months.
It's a free 400k download, just unzip and run, no installation/uninstallation. It uses the IE Favorites and rendering engine so you're still basically running IE.
And I just tried to load the whole QMap thread in GB on my old systems and it works (a bit slow though).
A Few Questions
#1137 posted by HeadThump on 2004/02/16 19:09:32
I have been using the Xatrix Wad in my project, and examining the textures in Photoshop I see that there is a great deal of subtexturing (the remainder of high rez to low rez shifting) in the textures that with a little careful tweeking can be made to be visibly clear at lower resolutions.
Of course, most commercial packages have it copy written you are not to modify the product in any form, but at this point, several years after any profit that could be made has been made do the distributors even care what is done with the product in a non-commercial capacity?
Q1rad
#1138 posted by LTH on 2004/02/17 09:55:43
Okay, so I've got q1rad and a nice surface lights file set up.
1. coloured lighting - how?
2. how do I stop the faces that are surfacelights appearing so much brighter than everything else?
Cheers
Far Concern
#1139 posted by madfox on 2004/02/17 12:11:10
As I am packing map-files to a PAK-file, I wondered what could be the max limit of a BSP.
At first I stopped mapping, when my bsp reached 1.4Mb but adding winmem16 gave me the oppertunity to go further.
I watched Dissolution Of Eternity, with its Last Bastion of 2.291.536byte
And as it is played under DOS there is no problem.
Now I am here with a map of 2.345.900 and I am concerned it will give an Alloc_hunc error.
(Not for me, but for distributing it in a PAK file)
Hm...
#1140 posted by necros on 2004/02/17 12:20:15
well, look at it this way,
nesp09 is about 5.8mb and only needed a special engine to run because it had too many monsters.
most of the file size comes from textures anyway, and as long as you keep your textures under 2mb you're fine.
LTH: read the text that riot wrote with his tools it explains everything about q1rad and the lights.
and there's nothing you can do about surfaces of surface lights being bright -- that's the way it works. :\
True, But..
#1141 posted by madfox on 2004/02/17 12:32:11
I like to distribute a PAK-file.
Not to let people load a special engine.
You are right for the textures, Necros, but also told me diagonal water textures look odd.
So I used animated tex, what drives up the bitecount.
So let me be odd, and ask it again...(?!)
Heh
#1142 posted by Tronyn on 2004/02/17 13:23:35
one of my new maps is nearly 9MB.
of course, I'm getting the hunc_alloc errors :)
Bah
#1143 posted by LTH on 2004/02/17 18:07:55
Wow
#1144 posted by HeadThump on 2004/02/17 22:23:40
That's a huge map/ Of course, if you have to go custom, the executable would take less than another meg. For a map that size, I don't think it would be a bad idea.
Transparent Water In Quake
#1145 posted by JPLambert on 2004/02/18 02:11:38
Hello,
I have downloaded the wqbsp165.zip file avalaible on www.annihilator.com/gameediting/files/q1files.html web site. The autor ensure transparent water is avalaible with his tool...I made a try with the starting map (adding water) to know how looks like transparent water in Quake... and it doesn't work.. I don't know where the problem comes from... I uses a PC (Atlon 2GHz, 256 Mo RAM, etc.. my PC is a new one buyed less than 3 month), and the QuArK 6.4.0-alpha3 map builder tool... This tool is able to launch QBSP.exe (your release), RVIS.exe and ARGHLITE.exe utilities for BSP build... I try to find more informations in the related text files, but without success...
Is there anybody who can help me to solve the problem please ??
JPLambert
#1146 posted by Vondur on 2004/02/18 03:07:21
there should be a command line option when you compile the map. it should lookd like '-transwater' or something. just run wqbsp.exe /?
and you'll get all available options. or read the readme of this tool.
in the game, to see transparent water you have to enable it via console with command: r_wateralpha 0.3 (where 0.3 is the opacity level from 0 to 1)
gl
Oh
#1147 posted by Vondur on 2004/02/18 03:08:18
and of course you have to use opengl accelerated engine to see the transwater.
Transparent Water In Quake.. Bis
#1148 posted by JPLambert on 2004/02/18 03:19:04
OK, I've made a run of qbsp.exe only, and a "-transwater" option doesn't exist... I need to check this again..
Concerning the "r_wateralpha 0.3" option, I'll try to find it this evening...
Furthermore, I think a have an openGL engine: I use fitzquake0.75 from few weeks... (it creates me a glquake directory in each map/pak directory used)
Thanx for the infos..
JPLambert
#1149 posted by Vondur on 2004/02/18 03:39:48
sure there is no -transwater in id's qbsp.exe. it exists either in wqbsp or in bengt's treeqbsp which you can find here:
http://user.tninet.se/~xir870k/treeqbspbjp.zip
Transparent Water...
#1150 posted by JPLambert on 2004/02/18 03:55:07
Well, transparent water seems to be included as a default feature in my qbsp version... Perhaps it's only the "r_wateralpha 0.3" option I forgot... I'll retry this evening..If it doesn't work anymore, I'll test bengt's treeqbsp...
Thanx for the link ;-)...
Bye
Yes
#1151 posted by necros on 2004/02/18 08:49:39
usually, most engines default to r_wateralpha "1" because most people still don't compile maps for that. it's not something i use either actually. :P
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