 Ionous:
#12036 posted by metlslime on 2007/04/26 21:10:15
I'll take care of this one, but please use the "submit news" form next time.
 Anyone Know
#12037 posted by nitin on 2007/04/28 13:57:23
what the following error in q2 is caused by :
"gunner tris.md2 has bad size header"
gunner can be replaced by boss2 or solider too depending on the level.
I was trying a custom opengl renderer which let me do a few things which stock q2 couldnt and it works fine on everything (tried a lot of custom stuff) except on the new level pack Citadel which crashes with that error.
 Given Q2 Naming Conventions
#12038 posted by HeadThump on 2007/04/28 16:25:54
I imagine it is looking for gunner/tris.md2 when reading the header instead of gunner tris.md2.
 Headthump
#12039 posted by nitin on 2007/04/29 06:33:55
no that's the dir path, I just left the rest out by accident.
 A Bit Of Help In Investigating
#12040 posted by - on 2007/04/30 04:23:45
http://tfc.duke.free.fr/coding/md2-specs-en.html
Quite interesting, but somewhat jibberjabber to me. The Citadel pack does seem to include a new Gunner, perhaps it uses a custom tris.md2 which your new opengl rendered doesn't like?
Just some thoughts, no real clue what could be wrong :(
 Thanks Scampie
#12041 posted by nitin on 2007/04/30 10:57:59
I found that too, but had no idea what it meant :)
I've alerted the author to it but dont know if he can fix it. Using kmquake2 for now, which is a good engine but seems to have new effects which you cant turn off and which I'm not fond of.
 Note Of Interest
#12042 posted by Preach on 2007/04/30 11:33:16
There's also another useful document on that site,
http://tfc.duke.free.fr/coding/mdl-specs-en.html
By comparing the two I managed to turn the md2 exporter for blender into an mdl exporter for blender. There are still a few bugs, but it produces something you can open and fix in qME.
http://people.pwf.cam.ac.uk/~ajd70/mdl_export.py if you want to test it, ongoing bug hunting on inside3d.
 How About Having Some Mapping Competition Again?
#12043 posted by negke on 2007/04/30 11:38:17
something along the lines of 100b, coagula, 1024. an interesting theme with a definite deadline (so maps are actually being finished). might be fun, without the pressure of having to get perfect results.
ideas/comments?
 The Right Angle Competition
#12044 posted by ionous on 2007/04/30 15:20:25
Make the best map comprised entirely of rectangular brushes!
 Ionous
#12045 posted by JPL on 2007/04/30 16:46:01
Does it mean only 90� angles, without rotated brushes ? Would be interesting in this way indeed...
 How About
#12046 posted by gone on 2007/04/30 17:14:45
NO right angles instead?
 JPL
#12047 posted by ionous on 2007/04/30 17:56:13
Brushes are exclusively rectangular, with no rotation allowed.
2000 brush limit, no sky texture allowed, only custom textures allowed.
 Hmm
#12048 posted by Lunaran on 2007/04/30 18:04:05
As a creative limitation and not a technical one that doesn't sound like too much fun.
Have we done our own 1024? We could always just nick the idea from Mapcore. And we'd technically get more perceived space because Quakeguy is shorter than Freeman. :D
 Now I Don't Want To Go All Philosophical On This But...
#12049 posted by Mike Woodham on 2007/04/30 19:04:12
...isn't 'creative limitation' an oxymoron? Surely limitation feeds creativity - you know; "necessity", "mother" and "invention".
 Geocomp!
#12050 posted by Spirit on 2007/04/30 19:13:40
would be my favorite in combination with 100 cubic brushes. Seriously, that could be fun.
 Mike
#12051 posted by Lunaran on 2007/04/30 19:41:55
100b challenges you to make awesome brushwork and an awesome map by being really clever and conservative with brush use.
1024 challenges you to make awesome brushwork and an awesome map by being really clever and conservative with your layout.
Rectilinear-only doesn't make you work around a technical limitation to maintain creativity, it makes you work around a creative limitation to see whose map can be the least boring. You can look at the 100b winners and say "wow it's amazing he pulled that off with only 100 brushes!" but a map with all right angles isn't going to be particularly impressive or even interesting to build or play.
 It's What You Make And Not How You Make It
#12052 posted by Lunaran on 2007/04/30 19:43:00
in short.
 Yeah
#12053 posted by negke on 2007/04/30 19:52:11
geocomp sounds nice to me too. but it doesn't really go well together with a rectangular brushes limit. would be way less fun (rectuagular could be used as a speedmap theme though).
btw. lun: there was an attempt at 1024� mapping in a sm pack once. turned out to be too much space to be challenging in quake. 512� works better.
 Doh
#12054 posted by Spirit on 2007/04/30 20:01:56
of course, geocomp without angled/weird brushes would be rather idiotic. oops :D
 How About...
#12055 posted by metlslime on 2007/04/30 20:26:14
an RMX contest? Remake any map from the original quake excluding the few that have already been remixed (e1m1, dm3, ... any others?)
 Umm
#12056 posted by Kell on 2007/04/30 20:31:16
e1m2
just cos....well, y'know...some people may already be remixing that one
�_�
 Lunaran
#12057 posted by Mike Woodham on 2007/04/30 20:52:13
I've not written anything off until I see the results.
And, being an optimist, I hope to be saying, "wow it's amazing he pulled that off with only right-angled brushes!"
And no, I'm not creative enough to be able to do it either :)
 "either"?
#12058 posted by Lunaran on 2007/04/30 20:56:30
your insulting ruse will not work.
 Well You Can't Blame Me For Trying
#12059 posted by Mike Woodham on 2007/04/30 22:23:24
 It'd Almost Be Worth Having A Right Nagled Competition
#12060 posted by bear on 2007/04/30 22:29:22
just to prove lunaran wrong...
|