 Yeah
#11792 posted by ijed on 2012/03/01 20:10:05
I think we can all agree time hasn't been kind to Qme.
I'm having the same problem just now actually - sank too much time into Qme and ended up having to sacrifice it all to make some changes.
I've wondered about the smoothing before actually, since Qme visually breaks the mesh, or forms it into one depending on one of two options.
Next up is the IQM format, which basically allows boned models in Quake. Apparently Gb has it exporting meshes directly from Blender into Quake - no other steps involved at all.
 Although
#11793 posted by ijed on 2012/03/01 20:10:51
It's worth mentioning that IQM needs engine support. RMQengine has it, and I think DP and others are considering it.
 Applying Transparent Shader
#11794 posted by banksy on 2012/03/07 11:52:06
Ok, so I have a brush and have applied a texture of a fence, which I need to be transparent... Where do I apply the shader? On the sides of the brush?
 You Need
#11795 posted by ijed on 2012/03/07 12:44:05
Engine support - RMQ has that as well. I think DP supports it also, but I'm not the guy to answer the question well.
Basically yes, apply the texture to the brush and it'll work. We're using { in front of the texture name to designate partial transparency, same way that * makes a texture 'liquid'.
 It's For Q3 Engine
#11796 posted by negke on 2012/03/07 13:33:52
The fence texture goes on the face that's visible to the players ("inside"), all other faces get the nodraw texture (or nodraw_nonsolid depending on the shader settings). Also check if the shader is one-sided or double-sided - if it's the former, and the fence is supposed to be seen from both sides, then the texture needs to be applied to both sides (or the shader changed, which would be the better solution).
#11797 posted by banksy on 2012/03/08 00:34:10
I was given a shader called transparent.shader, which apparently does the same thing. But when i say i want a transparent fence, i mean i was the black bits on the texture to disapear. On the texture, there is a fence, and in between each piece of metal on the fence, is black, which should really be nothing. I need to remove this black. Negke, was that what you were talking about, if so. Thank you, I will try you method
#11798 posted by digs on 2012/03/08 04:29:01
*Radiant. How to display the number of points for the clipper tool? I see only the points.
 Long Or Overnight VIS Job
#11799 posted by negke on 2012/03/12 17:32:51
Something to keep in mind: if you run a long fullvis during which you are afk, for instance at night or while off to work, make sure your OS has energy saving disabled or adjusted so the VIS process won't stall and make you lose several hours. <- Just saying, because it happened to me.
#11800 posted by necros on 2012/03/13 01:59:25
is there a way to make vis keep the computer awake the way playing a video does?
that'd be nice as this has happened to me too.
#11801 posted by JneeraZ on 2012/03/13 10:27:19
It might be a pain but can't you just change your power management settings to never go to sleep if you're going to do a long VIS?
#11802 posted by necros on 2012/03/13 18:32:28
obviously that's what we do now. in fact, that's exactly what negke said in his post.
 I Think The Function Is SetThreadExecutionState (on Windows)
#11803 posted by ericw on 2012/03/14 01:31:23
 Bsp Bananas
#11804 posted by Kinn on 2012/03/15 19:45:49
anyone know some things that might cause bsp to go totally bananas?
In this shot, it decided to cut a series of thin bands right through the map (this craziness slices through the entire map, even into areas that are not (yet) spatially connected:
http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas1.jpg
http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas2.jpg
It's not due to that light fixture, 'cause I func'ed it and the issue was still there.
Here's an area where it decided to subdiv these bars for no reason:
http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas3.jpg
Anyway, there's shit like this everywhere in the map.
 I Would
#11805 posted by SleepwalkR on 2012/03/15 19:56:41
Take stuff kut of the map systematically and see if it goes away. Maybe there's a fucked up brush somewhere or something.
 Kinn:
#11806 posted by metlslime on 2012/03/15 20:15:25
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed. If your map is already sealed then i don't know what will help, but it might fix it self later from geo changes in neighboring areas.
#11807 posted by necros on 2012/03/15 20:21:52
try rebuilding a few brushes in that area? but yeah, not much else you can do. qbsp will even cut up stuff that's already in triangles and smaller than 480 units (i think 480? that's supposed to be the max face size).
 I Bit My Teeth Out On That One Too
#11808 posted by negke on 2012/03/15 20:28:38
See a couple of posts above.
It doesn't make any sense - seems to be some inexplicable qbsp hiccough. Though maybe BJP could explain. The weird thing is that in most cases no direct modification will get rid of it, like upscaling the texture, trisouping the brushes, and so on. Sometimes it just goes away as you add more stuff like metl said, sometimes even if you make a seemingly unrelated change elsewhere. You can try moving the whole structure 64 units to the front so as to 'hide' the random splits. This sometimes works, but it's a surrender.
#11809 posted by Kinn on 2012/03/15 21:14:38
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed.
Might be that actually :} *blushes* - i'll have a go sealing it and let you know
 Also....
#11810 posted by metlslime on 2012/03/16 01:55:01
necros: max face size is 240 for software quake.
#11811 posted by necros on 2012/03/16 02:44:39
heh, was 2x off :D
#11812 posted by negke on 2012/03/16 09:46:24
Why 240 and not 256?
 Because
#11813 posted by Kinn on 2012/03/16 13:59:43
binary is too mainstream.
Anyway - cheers guys, the problem actually went away when i transfered a whopping great section to another map. Also I realise I should probably not pay too much attention to bsp's vagarities whilst dealing with an unsealed map :}
 Negke:
#11814 posted by metlslime on 2012/03/16 19:19:19
it's 240 because the max lightmap size is 16x16 samples, and lightmaps don't repeat like normal textures, so you can only interpolate between samples (imagine 16 fenceposts spaced one every meter -- your fence would only be 15 meters long.)
So you have 15 "segments", and in quake the lightmap samples are one per 16 pixels on the texture, so if your texture scale is 1.00, that's 15 x 16 = 240 units.
(someone who has actually read/written lightmap code please verify or correct me on all of this.)
 Thanks For The Explanation
#11815 posted by negke on 2012/03/17 10:13:35
 Explosion Sprite
#11816 posted by Mike Woodham on 2012/03/22 21:38:53
I have an explosion that the player sees from a way off and the standard sprite is not visually effective from this distance. Does anyone know of a bigger exposion sprite? (I don't have the tools to manipulate sprites)
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