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
#1177 posted by . on 2004/02/20 03:15:25
Is the texture applied at scale of 1.0? Are you meaning that you want to see more detail upclose instead of pixels? In that case you'd have to shrink the texture, but you'll still see pixels, just probably not as big.
Phait
#1178 posted by JPLambert on 2004/02/20 05:26:12
Ah... I didn't see this feature of texture scaling.. I'm going to take a look at the Help file, it certainly has further informations I missed...
Thanx
Bye..
Antilights, WAD3 Support
#1179 posted by aguirRe on 2004/02/20 06:07:18
and other things are now available at http://user.tninet.se/~xir870k .
Any comments are welcome.
Hmmm.
#1180 posted by necros on 2004/02/20 11:46:59
you may not want to build a whole level with different texture scaling... for one thing, it messes the lightmaps up something fierce as well as makes qbsp cut up faces more i think.
i tried doing that for a speedmap and it looked awful. mind you the map was pretty bad to begin with... ;)
LTH
#1181 posted by DaZ on 2004/02/20 15:03:29
Dunno if anyone has answered your Q1rad question, if not then here ya go:
"Coloured light, how?"
use the -exportlit cmd line parm when compiling light.
"light emitting surfaces, any way to stop them being so bright?"
No... :( Unfortunately not, it sucks yeah. Best way to get around it is use light textures with very very dark borders so that the visual effect is subdued / eliminated in MOST cases, or use a light texture where the "light" covers the entire texture, with no border etc..
Happy fun whay!
Btw
#1182 posted by DaZ on 2004/02/20 15:05:22
q1rad coolness again, try messing with the "-smooth x" option, its fucking lovely, x=max angle q1rad will smooth the light around, set this at around 25-30 and a 12 sided cylinder looks like a 120 sides cylinder, cool effect!
Bah
#1183 posted by LTH on 2004/02/20 15:08:56
Radiosity is the sawk, I've gone back to trusty old TyrLite. That said, that 'smooth' function sounds interesting - but I can't be arsed to convert all of my coloured lights back into the stupid format that Q1rad needs, instead of the sensible format that TyrLite & co use. And anyways, I don't really like the light-saturating effect that radiosity has.
Cheers anyway!
Hmmm
#1184 posted by DaZ on 2004/02/20 15:10:36
did you try -bounce 0 and what light brightness settings were you using for your surfacelights?
#1185 posted by LTH on 2004/02/20 19:11:02
What's the point of using a radiosity lighting tool with bounce turned off?
Errr
#1186 posted by DaZ on 2004/02/20 20:57:12
so you can say "I make teh map look sexeh MOH YEAH!!!"
like duh... :D
I'm With LTH
Doesn't bounce 0 mean no radiosity? I'm confused...
: )
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