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.
#12010 posted by necros on 2012/07/06 22:32:38
Parms, Yeah
#12011 posted by negke on 2012/07/06 22:55:58
Kind of mixed it up, and still had that one "meta hack" thing in mind, too.... Whatever works, right?
Tri Soup And Light
#12012 posted by mechtech on 2012/07/09 02:32:51
I had never used the light key _anglesense for the light program (was not in my FGD for hammer).
After a bit of trisouping I found I had dark spots at the corners. _anglesense .1 cleared it up.
Good info thank you
http://necros.slipgateconstruct.com/guides/lighting-basics/
Some info on trisouping
http://www.katsbits.com/tutorials/idtech/trisouping-bsp-brush-based.php
#12013 posted by necros on 2012/07/09 02:40:25
Glad that was helpful. :)
Radiant Question
#12014 posted by Drew on 2012/07/09 02:43:00
Negke, why did you use Netradiant?
Necros, why did you use Sikkpin's variant?
#12015 posted by necros on 2012/07/09 02:55:47
At this point, i want to use netradiant, but I can't figure out how to load textures in it. :P
I really like Sikkpin's variant, but there is a critical bug somewhere which prevents me from making more complex geometry. Specifically, it is rounding off vertex coordinates when I do not want it to, which tears apart multi-brush objects I've built when trying to rotate them to non-axial angles.
Currently, I'm waiting for Trenchbroom. :)
Strictly Speaking
#12016 posted by necros on 2012/07/09 02:57:41
the vertex rounding may not actually be a bug, but rather intentional to prevent problems when compiling, but I think off grid vertices are not the cause of compiling problems which is why I don't consider it a good thing in the editor atm.
Ha
#12017 posted by Drew on 2012/07/09 06:19:37
I was attempting to load textures into netradiant when I asked
#12018 posted by necros on 2012/07/09 06:49:03
:D
I tried all the obvious things like putting wad files in different subdirectories and extracting them as jpgs and such. Nothing seemed to work.
Append
#12019 posted by necros on 2012/07/09 06:49:57
At this point, I am preferring to just wait for trenchbroom instead of trying to figure out netradiant. I figure if I'm going to learn a new editor, it may as well be completely different. :P
#12020 posted by Spirit on 2012/07/09 08:11:58
Currently, I'm waiting for Trenchbroom
sleepwalkr demoed it to me and now I am pretending to be a great mapper who so far only has been limited by the tools. I can't wait to stare blankly into a 3d editor and do stupid things with its face extrusion and non-sucking vertex editing.
Textures In Netradiant
#12021 posted by Rick on 2012/07/10 00:42:46
I've never had any problems with textures in Netradiant other than having to manually add the texture wads to the "wad" line in the map file.
I use PSP 4.0 to create and modify the images and convert to .bmp (using a Quake pallette file), then TexMex to add them to a .wad file.
Then just put the .wad files in the \Quake\ID1 folder.
#12022 posted by necros on 2012/07/10 00:55:59
yeah... that works. it seems to ignore subdirectory selection in the wad key. :\
can you change that at all? I really dont' want to clog up my id1 folder with wad files.
Wads In Id1\
#12023 posted by negke on 2012/07/10 09:48:54
This is how it is. No reason to reject the editor just because of that, one gets used to it.
Drew: I didn't use Netradiant because it has some weird bug/feature that affects the change views function in non-default window layouts which makes the whole editor unusable for me. I've reported this issue to Vermeulen, but it hasn't changed for three versions, so I don't expect it will anytime soon. A pity. Therefore still Gtkradiant 1.5 (26-Apr-07 build).
#12024 posted by Rick on 2012/07/10 16:10:34
I have 3 different Quake folders. One for playing/keeping downloaded stuff, one for editing only, and one clean one just for testing my current map.
I just copy whatever wad files I'm using into the editing folder (I keep all my images and intermediate graphics in a folder totally separate from Quake).
I think a few hundred megs just for Quake is pretty trivial in this day of multi-TB hard drives.
True
#12025 posted by wakey on 2012/07/10 22:26:28
#12026 posted by rj on 2012/07/11 15:32:23
did anyone ever bang out some kind of utility/script for converting valve 220 map files to regular quake ones?
it looks a relatively simple thing to do going by the syntaxes... whether simply removing the texture axis data produces the same result though i don't know
Rj
#12027 posted by JPL on 2012/07/11 20:53:39
As far as I understood, it is possible to do it with QuArK, just by opening the map and then saving the map file using the desired saving format...
#12028 posted by rj on 2012/07/11 21:48:10
with the texture alignment intact?
#12029 posted by necros on 2012/07/11 22:10:54
i tested wc .map -> quark6 -> qe3, but it seems to kill alignment.
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