Transparent Water In Fitzquake...
#1152 posted by JPLambert on 2004/02/18 09:22:11
In the fitzquake075 readme, it is never talk about the r_wateralpha option... But, it says this engine is based on the source code released by ID software GLQuake: this feature is perhaps already included and not clearly specified...
There is also a "fog" console command that seems to enable/disable a fog "opacity" option. Does anyone known about this ??
Only...
#1153 posted by metlslime on 2004/02/18 13:02:35
the three people who read the readme.
About Fog...
#1154 posted by JPLambert on 2004/02/19 02:20:34
...I made the try, and it is very interesting to enable fog option (with a value of 0.2 or 0.3)... This generates a foggy environment that increases unsecurity sensation during the game...
Anyway.. is there an easy way to enable the console command at quake start-up imnstead of typing these ones manually ???
...more Precisely...
#1155 posted by JPLambert on 2004/02/19 02:30:39
.. is there a solution to enable (for example) fog and r_wateralpha option at start-up to avoid console manipulations before starting the game ???
Thanx..
JPLambert
#1156 posted by Vondur on 2004/02/19 03:08:45
create autoexec.cfg file in your /id1 folder and just write there everything u want like:
+mlook
r_wateralpha 0.3
name JPLambert
sensitivity 10
etc...
Btw
#1157 posted by Vondur on 2004/02/19 03:12:11
personally i have an alias to enable/disable things like shadows/wateralpha/mirrors with one key. because not all the maps support wateralpha and when you run non alpha map it causes HOM like effect on the water so you'll have to disable it. i do that by pressing one key, not by typing it manually every time on console.
my autoexec looks like this:
http://vondur.net/files/autoexec.cfg
Autoexec.cfg
#1158 posted by JPLambert on 2004/02/19 03:50:21
OK, I've got only a default one... I'm going to make some modifications (like in your autoexec.cfg file) to add options and more binding keys... Thank you for the link...
I think in the future I will required some help again... I'm about to start building my first map based on the egyptian Hatchepsout temple (I think the file will be named Hellchepsout ;-) but I'm not really sure... ).. Perhaps it is a big challenge to start with big map, I will see.... I'm still creating some new textures using some temple photos I found on the web... I hope it will show a great map appearance as real as possible !!!
Bye...
JPLambert
#1159 posted by Vondur on 2004/02/19 04:00:15
building a large map (or open map with huge castle) requires smart brush placement. look for r_speeds. it shouldn't be more than 1000, otherwise the map will be unplayable on weak systems.
About Large Map
#1160 posted by JPLambert on 2004/02/19 04:23:37
When you say large map, you told about bsp file size, or about the number of brushes/textures/monsters, etc... it can be found in it ??
And do you really think it still exists "weak systems" today ?? Obsolete PC (like 2 years old PC) are running using at least 1GHz processor and 128 Mo RAM.. or I don't understand what you mean about "weak systems"... What is, for you, a "weak system" ??
Mesh Abuse
#1161 posted by pushplay on 2004/02/19 04:27:51
I screwed with a mesh to make it intersect the stairs brushes to create sand.
http://www.cursesandepithets.com/quake3/pushsc/mesh.jpg
Is this a horrible abuse or a good idea?
Well
#1162 posted by Vondur on 2004/02/19 04:30:59
under large map i meant the map with high polycount, i.e. a lot of bruses/textures/monsters etc.
under weak systems i meant old puters like pii with voodoo card on board (or w/o gfx accelerator at all). believe me there still are such puters with quake players on them :)
of course it's your choice either to support weak systems or not. personally I've raised my r_speeds ceiling from 700 to 1000 recently. but i'm still trying to make r_speeds as low as possible.
Pushplay
#1163 posted by Vondur on 2004/02/19 04:32:20
it's a good idea i think.
Vondur
#1164 posted by JPLambert on 2004/02/19 04:45:51
OK, I agree, sure you have a bigger experience than me in this domain, so I will take a particular care to make r_speeds as low as possible... As I am beginner in Quake map building, all good advices are welcomed ...
Thanx again...
Bye
Pushplay
#1165 posted by R.P.G. on 2004/02/19 13:00:48
Think you've got the compression high enough on that image? ;) Half a meg just for a jpg screenshot...
Anyway, I think that's how most people do it. It's certainly easier. AFAIK you only begin to have problems if you can view it from a distance, in which case you'll begin to have z-fighting and artifacts; especially at lower bits per pixel.
A Question
#1166 posted by Blitz on 2004/02/19 15:09:48
By definition an autoexec.cfg is supposed to run automatically right? I can never get them to work in Fitzquake without exec'ing from the console.
Blitz
#1167 posted by LTH on 2004/02/19 15:11:52
The behaviour should be governed by your quake.rc file... try adding another .cfg file to its list to execute with a name other than 'autoexec.cfg'
Yes
#1168 posted by necros on 2004/02/19 15:28:06
the quake.rc file is the only file that really gets run automatically by quake. autoexec and config just get run from quake.rc
here's another one of those useless tips:
if you're making a pak file and want to include special settings, never include an autoexec or config .cfg files because alot of players (myself included) have their own with special commands they like (look at vondurs for example) if you include you're own config and autoexec, you override the player's ones. therefore, to get around this, change the quake.rc to include another .cfg file and put your special settings there.
roar.
That Was A Half Meg?
#1169 posted by pushplay on 2004/02/19 15:59:22
Ooops.
Ok, thanks guys.
A Simple Question
#1170 posted by Tronyn on 2004/02/19 18:59:40
I'm not sure exactly how entities count (one entity per each monster, regardless of the amount of that monster?), but I'm wondering this: Would replacing a bunch of monsters that are triggered to teleport (ie, trigger_teleport, monster_whatever and info_teleport_destination) with func_spawns lower a level's entity count significantly?
Tronyn
#1171 posted by LTH on 2004/02/19 19:59:38
One edict per monster.
Yes.
Also - there is a limit on how many models one can precache, so having multiple func_x's can hit the engine precache limits, because each counts as a separate precached model.
Clarification
#1172 posted by LTH on 2004/02/19 20:00:21
One edict per instance of each monster i.e. two scrags plus three soldiers equals five edicts.
Q
#1173 posted by pushplay on 2004/02/20 02:34:07
You can tell I've been doing a lot of mapping recently, I'm full of questions.
I set up two portals so that each camera looks away from the other portal. And the two portals aren't looking at each other. Is there something about this setup that would make it not work?
JPG To Texture
#1174 posted by JPLambert on 2004/02/20 02:35:33
Hello,
I try to create new textures using some JPG photos (converted in PCX files and added into a wad file, with some changes in resolution, color, dimensions, etc..), and when I test the map, my texture (applied to a wall for example) stay very "big" comparing to the player view... (for example an artefact of some centimeter in real live appear to be meters in quake for the player !!)
How can I avoid this problem ?? And what is the heigh of the player during the game ??
Thanx
JPLambert
#1175 posted by . on 2004/02/20 02:47:05
Are the textures sized down to a multiple of 16? Most wall texe's in Quake are 128x128. Smaller textures are 64x64 (like the larger buttons). So like:
16, 32, 64, 128, 256...
I'm not sure what the largest multiple accepted is, someone else should know. But you can do like this: 32 + 16 = 48 so let's say a certain texture works best at 48 x 16... you get the idea.
Phait
#1176 posted by JPLambert on 2004/02/20 03:11:33
Yes. I've sized textures correctly... The map building crashes if the textures sizes are not a multiple of 16.. It happends in my first tests...
But how to apply a correct size to texture (when applied to a brush), in order to have a player view as close as possible to reality?
Thanx
PS: For infos I've extracted the Zerstorer textures and there exist a 384x384 texture ... So
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