#12073 posted by negke on 2012/07/29 09:31:44
Darkplaces has the modellist command which does that. Not sure about other engines.
Fitzquake
#12074 posted by Preach on 2012/07/29 10:57:30
fitz has mcache, soundlist and imagelist which I believe do what you want between them
Fantastic
#12075 posted by necros on 2012/07/29 19:15:48
that's exactly what I was looking for! :)
Radiant Texture Load Problem
#12076 posted by wakey on 2012/08/01 15:02:02
hope that kind fit's here.
The problem is, Radiant refuses to load external textures if in q1-mapping mode.
I wrote a own gamepack for a project i joined.
The engine they use utilizes q1 map format and can load both external textures and .wad's.
For mapping i would prefer to use external ones, so i just have to drop them into the folder, and not have to compile a wad everytime i want to try out a new texture fast.
But as soon as you tell the Radiant to do maps in q1 format, he only shows wad's, and refuses to load anything else.
Messed around with the gamepacks .game file trying to figure out how i could workaround this, with no success yet.
Does anybody know a way how to do this?
thx
PS: i'm using Radiant 1.5
Solved
#12077 posted by wakey on 2012/08/01 23:39:13
used the q3.game file as template, now i have some sort of hybrid mode.
But the next problem arises -.-'
The engine currently loads textures directly from /textures folder (like it would be a wad),
but ignores subfolder's.
But the Radiant now only loads files from subfolders.
Does anyone see a way to workaround this?
Marksurfaces
#12078 posted by necros on 2012/08/02 22:25:37
did we ever figure out what these are? And if so, how can I reduce them?
Necros:
#12079 posted by metlslime on 2012/08/03 01:29:40
Reducing surfaces will also reduce marksurfaces.
Surfaces are every single world polygon you see when you turn on r_drawflat in winquake or fitzquake-based engines.
I think the crash is only when the world model has too many marksurfaces, because the brush entities don't use marksurfaces for rendering (as a result, they won't try to access an index out of bounds.)
So, you could use func_walls to reduce marksurfaces in the world. This won't change the bsp marksurface count, but it should prevent an engine crash.
#12080 posted by necros on 2012/08/03 01:55:35
Reducing surfaces will also reduce marksurfaces.
So reducing cuts on faces then? Surface/Face that's the same thing right? Or are surfaces collections of coplanar faces or something?
So, you could use func_walls to reduce marksurfaces in the world.
So I would be seeing marksurfaces over 65535? Cause I have many func_walls already and as soon as marksurfaces go over 65k the engine crashes. I figured it was a hard limit, unlike the old 32k limit where you could go over a little without any problems.
Oh...
#12081 posted by metlslime on 2012/08/03 02:35:15
Yeah if you are going over the 65k limit then func walls won't help.
BUT, you could use external bsp files (since they have their own marksurfaces array.)
And yes, faces are the same as surfaces in this case.
#12082 posted by necros on 2012/08/03 03:13:39
yep, been converting most of the ceilings into external bsps. I would convert some outdoor stuff too, but unfortunately I'm using a lightning flash effect so that's out of the question. :(
Oh well, at least the map is fully playable. It'll just have to be light on details.
Bsp2 Enables A 130k Limit
#12083 posted by RickyT33 on 2012/08/03 03:44:06
I'm sure you could get set up. Infact RMQ demo3 has SDK, tools etc.
Yes.
#12084 posted by Drew on 2012/08/03 05:19:22
Someone set him up.
#12085 posted by necros on 2012/08/03 05:30:01
nah, I don't want to be bound to a single engine. I hate that this map only works in fitzquake variants as it is. :\
Idle Sounds
#12086 posted by sock on 2012/08/05 20:47:35
Does anyone know of any extra idle sounds that have been created for the original quake monsters?
Sock
#12087 posted by Spirit on 2012/08/05 21:55:16
Search for "urinating" on http://www.wired.com/wired/archive/4.08/id_pr.html
Apart from that, nope. Sadly American did not remember that nor have the sound.
Umm
#12088 posted by sock on 2012/08/05 22:04:46
I am not sure how that link helps, I was talking about the idle.wav files for each monster. I was wondering if any mod had done any updates to these? added more?
#12089 posted by necros on 2012/08/05 22:07:18
heh, I yelled a bit for the quoth death guards. I sound like a dork though. :P
Light Shifts
#12090 posted by madfox on 2012/08/14 04:16:11
As I am working on my map for some time there occure strange blackouts in the lightning.
I can�t seem to find a reason for it, like adding a bad brush somewhere and the brush turns total black.
Putting a light near won�t help.
It isn�t the brush because first it was right.
http://members.home.nl/gimli/shift.jpg
#12091 posted by necros on 2012/08/14 04:40:14
It's just a light artifact, not much you can do beyond rebuilding the area differently.
barring that, you can make that face a skip texture and then place an identical brush as a func_illusionary overtop of it.
Ah, Right.
#12092 posted by madfox on 2012/08/14 07:02:11
I think it a bad habbit from lightning.
Some other area's I could rebuild right, but this one stays on place.
In the earlier maps nothing was wrong.
I can use a clip brush but it feels like patching.
What happens in a compiler when I have,lets say 15 warnings, and I trie to trace them.
When I go on adding brushes sometimes the warning count gets lower.
Is it because the compiler can't see the other warnings anymore or is it just a limitation in the messages.
It feels so rude to trace warnings that later on in the proces just are vanished.
#12093 posted by necros on 2012/08/14 07:40:01
Well, some warnings are caused by things done during compiling as opposed to something you did in the editor, so when you change an area, it might affect how the compiler treats the same brushes.
Making hull1 and hull2 is the most obvious example because the hull expansion stuff is sometimes very touchy about the brushwork but also things like cuts on faces and the portals that are generated can change just by adding a single brush.
Clear
#12094 posted by madfox on 2012/08/14 09:14:19
I succeeded to make new brushes and now they are away.
Only the static entities are hard to light.
Sometimes it 's bright, then it darkens.
I've heard they receive their lighting from under but that's a difficult part in some spaces.
Madfox
#12095 posted by rudl on 2012/08/15 17:11:48
probably had something similar when q2 mapping, and fixed it by removing decimals from texture alignment.
So resetting texture alignment on that brush might help too
Warnings
#12096 posted by madfox on 2012/08/15 21:14:30
It's a brush with a sharp point.
Often I experience to get a Cut_node_portal warning at the point.
If I keep the brush concave(not 3 but 4sides) and hide the smalles side into the wall brush it was gone.
Rule is not to let brushes overleap but in this case it's the only way.
If the wall is an outside wall often the leak effect starts calling.
Strange to see the brushes split in game after compileing, but usefull to trace errors.
ID E1M1
Hi All, I am trying to move entities from the original E1M1 map to one that was released with CTF and has lots of entities like triggers and doors etc. removed. The trouble I am having is with the lights that are triggered just past the quad as you head down the spiraling path. The trigger near the quad door turned into a door withthe word ' trigger ' on it, and it opens when you hit all the red buttons. I must have assigned it a model by accident? there seems to also be a trigger counter for the buttons and activates the lights? Can anyoneexplain the proper operation or list the entities that are for those things?
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