Tx > Tree
#11985 posted by RickyT33 on 2012/06/08 10:34:49
More stable, from my experience.
Also
#11986 posted by SleepwalkR on 2012/06/08 10:48:34
Tx has better dynamic memory management, which of course is completely irrelevant with today's computers. I think that internally they use different data structures.
Mapper Switch
#11987 posted by sock on 2012/06/08 16:27:07
I did find it funny that there is a -kinn command line switch for the light compiler! :P
"Added new option "-kinn" which translates all delay 2 lights into delay 5."
Lol
#11988 posted by Kinn on 2012/06/08 17:56:42
yeah, the story behind that is this: originally the only inverse square falloff was "delay 2", which I didn't like because the light level went to infinity as you approached the light source. This of course just meant you got a big flat fullbright circle around your light all the time, no matter what the value of the light entity was. I ended up modifying the formula so that it was still inverse square but the light level at the source was equal to the light entity value, not infinity. Aguirre liked this formula, so he included it in his version as "delay 5", but in my own custom version it's still "delay 2".
#11989 posted by necros on 2012/06/08 18:49:09
thank goodness for that, i love delay 5! :)
Worldcraft Question
#11990 posted by nakasuhito on 2012/06/11 05:27:31
i'm using worldcraft 3.33 w/ quake adapter, and is there away to tell worldcraft not to use a specific color for the brushes? a lot of times they end up black, and its hard to see with the black background.
there is an option for white background, but with the grid being gray, its pretty useless.
Like When You Clip Them?
#11991 posted by Drew on 2012/06/11 06:33:20
Try 'grouping' the brush. Thats my mid level solution. Always hated that too.
#11992 posted by nakasuhito on 2012/06/11 07:21:26
pretty much whenever i edit a brush, like playing with the vertices or whatever, it changes color.
one thing i do is right click on a brush and go to properties, click ok and it changes color.
i'm guessing the answer is no then. :(
Monsterjump
#11993 posted by Mike Woodham on 2012/06/24 15:57:54
I have several flying monsters spawning in close proximity. Although they have some delay between them, occassionally one will spawn on top of the other and I get blood-n-guts all over the place. It seems that trigger_push and trigger_monsterjump do not work with flying monsters. Any ideas on how to avoid this kind of issue without resorting to qc, other than not to do it in the first place?
#11994 posted by digs on 2012/06/24 18:43:06
to say for sure, need to see this place. trigger_monsterjump does have tested. If the monster is already flying, it does not work. Maybe there is an opportunity to put between the trigger pad covered with textured skip? Then he landed on it and no longer flying
#11995 posted by necros on 2012/06/24 18:57:06
i don't think that will work as the fl_onground flag (which is what is needed to be on in order for monsterjump to worok) is never changed or explicitly set during teleport so if the monster didn't have it set, then it won't have it set after teleporting.
Necros
#11996 posted by Mike Woodham on 2012/06/27 13:34:31
Yes, now I've looked at the qc I can see why. I had promised myself no more messing with the devil. I seem to be endlessly 'tweaking' just to get one effect, so I will leave it alone now. If the player gets lucky, so be it.
You never know, I might even finish this map. It's four years and counting: architecture was finished not long after I released the first half of FMB-BDG, lighting about a year later, monsters went in end of last year, play-testing and looking for music this year, and I'm getting older by the minute...
Texture Rotation And Alignment
#11997 posted by ionous on 2012/07/04 17:26:34
I was fooling around in Worldcraft today trying to align textures on brushes aligned at 45 degree angles when it occurred to me that someone might have already figured out the correct ratio not only for this, but for most angles in general. Has anyone formulated a table to get proper alignment on textures, scale included?
Sounds Like Something Negke Would Know
#11998 posted by Tronyn on 2012/07/04 18:53:30
so I have a map vising that finished today (this is bsp2 tools), and right after it said left 0:00, 100% as if it was done, it then said *********** ERROR portal not done. I haven't come across this before, uhh... does this mean the entire vis time was wasted and there's some kind of vis-killing problem in the map?
(that would only show up after its 100% done after 333 hours? lol).
Ionous
#12000 posted by RickyT33 on 2012/07/04 20:17:53
For 12 sided circles etc I think your angles are often 63.5 degrees (to the nearest half a degree) and 27.5 degrees. Scale for the textures on one of the diagonal sides is 1.06
Stuff I remember :)
#12001 posted by metlslime on 2012/07/04 20:21:12
~0.71 is correct
0.75 is sometimes better to make edges align to grid.
Thanks Ricky And Metl
#12002 posted by ionous on 2012/07/05 03:10:35
I had figured out the rotations for the 12-sided cylinder, but never the scale. Thanks for both, they're going in my own 'Mapping Tips' document.
Tronyn
#12003 posted by negke on 2012/07/05 10:00:51
I ran into that error when vising my coag3 map with an older version of WVIS that had a bug with the state save function - interrupting the vis process caused unfinished portals to be left 'open' instead of resetting their progress altogether. BJP then sent me an experimental build of his VIS tool which had a -finish switch that would disregard such conflicting portals and force the vis job to complete.
Now, your problem appears to be different insofar as the WVIS bug was fixed in the final version and the BSP2 tools are based on that source. Or are they - can someone check?
Problem is that, presumably, BJP's new vis won't work here, because of the different BSP version and specifications. Still, you could contact him and see if he's got an idea.
Thanks Negke
#12004 posted by Tronyn on 2012/07/05 11:17:42
I doubt I will be able to contact aguirRe these days, though he formerly was one of the best guys to talk to regarding mapping. I'll try him but I'll also try RMQ team / mh who I think (?) is the major tools developer. It could be a very old, rare and gay bug. But I reserve the right to be formally offended to only find out that shit's fucked after 333 hours. It's like a relationship, except even worse (333 hours into a relationship ought to have bought you the notification that you're doomed - long ago!).
Serverflags
#12005 posted by sock on 2012/07/05 20:15:48
I know the engine uses the serverflags to store information about if the player has the runes or not, what is the rest of the flag used for? Can it be used to store other information that can be used between maps?
#12006 posted by digs on 2012/07/06 04:37:50
The rest is not used. And if the server does not cut the value of serverflags, I think it can be used
Re: Texture Rotation And Alignment
#12007 posted by Rick on 2012/07/06 14:21:13
The scale is the sine of the angle. Like Metlslime said, for 45 degrees this is 0.707. Instead of rotation you often actually need to do negative scaling. Try putting a texture with text (like trigger) or some other obvious left/right or up/down differences and you will see what I mean (also, it needs to be the same size as the texture you will actually use).
Sock
#12008 posted by negke on 2012/07/06 22:23:08
Yes, it's possible. And apparently one can store more than you would expect at first glance if done right. Kinn, and if I'm not mistaken necros and Preach, talked about it not long ago, but I can't remember in which thread.
Thanks
#12009 posted by sock on 2012/07/06 22:32:34
Awesome, thanks for the reply, I was not 100% sure and I did search for serverflags in this thread but could not find anything. From my tests it *seems* to work fine. The things I want to remember across map loads affects every client so I am not worried about that. I know about the parm system but I am surprised there is not more use of the serverflag solution.
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