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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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We've 
Seen this happening with blinking scrags.

It seems to be caused by modern engines showing the space between the smoke and the mirror, which the old engines weren't precise enough to reveal.

But, it sometimes happens, sometimes doesn't, and I'm not sure why. The position is just moving over the duration of 0.1 seconds, seems that sometimes this is visible. 
Check 
Can you check if it's an interpolation issue by replicating and then toggling r_interpolation (or whatever it was called in engine of choice). What might be needed is for interpolation to be reset for any entity which has Setorigin called on it. 
R_lerpmove 1 
this seems to be the culprit. Turning it off fixes the issue. 
That'd Work 
If it was a constant problem :(

I've noticed it affected by framerate fluctuations, although sometimes not.

So I'm going to try the hit it with a hammer approach of nulling the mesh of the monster for the duration of a teleport.

Shouldn't cause anything untoward, although come to think of it, it could break !walkmove checks, especially for custom bbox monsters. 
 
which engines is this happening in? i thought fitzquake and variants had this fixed. 
Than: 
are you teleporting the shambler less than 100 units? There is client-side code in quake (and extended in fitzquake) that detects moves greater than 100 units in a single frame and treats them as teleports. In regular quake this affects the demo playback lerping, in fitzquake it also affects the r_lerpmove lerping. 
Missed 
Your post than.

In RMQ we see it in RMQEngine, which is a fitz fork, so the less than 100 units thing should be what's affecting the self-teleporting enemies by the sound of it. 
As A Workaround... 
by calling setmodel or setsize you might be able to force it to disable lerps for that frame (not tested.) 
No Problem 
it doesn't occur in my actual map... only the testmap. The test map used >100 distances though, but not by that much. 
Rotating Stuff ... 
anyone know if it's possible to rotate torches etc. so that they appear upside down? I vaguely remember someone made a speedmap with lots of upside down stuff inspired by alice. Whether this included torches I dunno. I suspect negke knows how to do this if it's possible :) 
Angles Field 
 
Yeah... 
I was about to answer my own question there. Just figured it out, but thanks :) 
Skyboxes 
I am looking for 'pretty' skyboxes of setsets and/or sunrises - think happiness as opposed to doom laden. Can anyone point me in the right direction (and I don't mean go west young man) 
Setsets? 
sunsets: the letters aren't even next to each other on the keyboard 
In Here You Will Find Some Mike 
89.154.61.112 
Thanks 
Some More 
Quick Question 
When making quake 1 maps with gtkradiant 1.5, where do I put the texture files? And do I leave them as .wad or export them to a different file format? 
 
You need wad files directly in your quake directory, e.g.: Z:/Quake/id.wad.
You also need to set the key "wad" with the path to the wad in the worldspawn. 
 
z:/quake/id1/id.wad 
Lightmaps 
Do clip, skip and trigger textures affect lightmaps? 
Not 100% On All Of Them 
Trigger textures certainly do - the map compiler has no idea what the classnames on your entities mean and has to assume that you want the option to render them (in fact some speedrunning mods have the option to show triggers in practice mode). Scaling textures that you know won't be seen by massive percentages ought to save some maps. 
 
skip does as well.

from what i understand, the skip'd faces are still in the bsp file, but they are moved to a point after a marker that tells the engine not to draw them, so they are loaded, just not drawn. 
 
skip and trigger generate lightmaps.

clip does not.

Theoretically qbsp.exe could be modified to natively understand skip; and then it would be possible to truly remove them from the bsp, reducing lightmaps and marksurfaces. But the current skip tools available merely hide them from rendering using a hack. 
Thanks Digs!! 
 
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