Fern
#12198 posted by JPL on 2012/10/28 21:01:07
Try both bigger and smaller value...
Quotes from txQBSP readme...
.....
TxQBSP 1.11 (Feb 16 2005)
1. Improved handling of complex maps such as terrain. This is done by increasing precision when identifying unique planes (faces) and modifying hull expansion logic. This reduces the risk of clipping errors and creates much smoother clipping hulls which can help player/monster movements.
All maps don't benefit from this, therefore two new options have been introduced; "-oldexpand" which just disables the new expansion logic and "-epsilon x" (default 0.01) which sets the plane identifying tolerance. To revert to previous compiler behaviour, just add options "-oldexpand" and "-epsilon 0.05".
The default settings have been chosen for overall best results. If you have a big map that still doesn't build correctly, you can try lowering the epsilon even more, e.g. 0.001. In most maps the default settings have little effect on # clipnodes, but some maps can see either a significant increase or decrease. Thanks to Tyrann for this one.....
hence my mistake on epsilon default value...
Note I solved some issue in my previous huge maps using this epsilon option (i.e in Gateway to Hell, I had a hard time to fix a leakage onto a stair step, that was misaligned by 0.000001)...
Experiment ;)
Well...
#12199 posted by Fern on 2012/10/30 05:57:22
JPL: low epsilon values seem to help with various issues, but light still moves the monsters around.
Preach: I did find a lit/unlit version for your perusal so you've got mail
.....
#12200 posted by Fern on 2012/10/30 11:33:59
txqbsp with epsilon 0.00001 and hmap2 - light makes everything work again. Maybe I can still be lazy with this after all :P
Fern
#12201 posted by JPL on 2012/10/30 17:00:52
May I suggest you contact directly aguirRe in order to get direct feedback from him ? I guess he could be of a real help to understand what is exactly the issue, even though he is not involved as he was some years ago. I am pretty sure he would not be reluctant to help you... give it a try and let us know ;)
Quoth Monsterjump
#12202 posted by mechtech on 2012/11/04 14:32:08
Is there an easy way to make trigger_monsterjump trigger once?
No
#12203 posted by negke on 2012/11/04 14:39:55
But you can killtarget it after use, maybe even by the monster itself. (*)
(*) Not sure if Quoth fixes this, but normally, unlike other entities, monsters can't just have a killtarget, they also need a dummy target for the former to work. In this case, both could point to the trigger_monsterjump.
Triggers
#12204 posted by mechtech on 2012/11/04 18:47:40
I used a trigger_once killtarget
trigger_hurt, trigger_monsterjump and trigger_push could use more control. Quoth has better control for trigger_hurt. Be cool if they had playeronly/monsteronly, target and count.
Monsterjump
#12205 posted by ijed on 2012/11/04 19:41:02
Has a lot of potential - ONLY_MELEE for example.
Count is a good idea, and I always liked the Drole Rage thing as well.
Oh,
#12206 posted by ijed on 2012/11/04 19:42:32
And just being able to toggle monsterjumps on and off would be cool.
Taking the melee only thingone step further this would allow for climbing fiends.
Just sayin :)
Texture
#12207 posted by Fern on 2012/11/05 00:03:21
I could have sworn I saw an animated texture of burning coals but I can't remember what map or .wad it was in and cba to check every one right now. Anybody know off the top of their head what I'm talking about?
#12208 posted by necros on 2012/11/05 00:05:24
you're not talking about the doom texture with the kind of veiny glowing hardened lava?
That's What I'm Using Right Now...
#12209 posted by Fern on 2012/11/05 00:21:29
but I don't think so
Make One?
#12210 posted by ijed on 2012/11/05 01:13:58
It�s pretty easy to get the colours right with photoshop and the curves set that Kinn did, not sure where to find that though.
Wasn�t there a glowing coals tex in one of Tronyn�s older projects?
Rapture
#12211 posted by ijed on 2012/11/05 01:21:39
It was called. Not sure about the texture though. Just remember that the last level was a no monsters credits thing with some rocks in glowing lava for the player to clamber around on.
Might have to play that one again...
Here�s the link to the curves as well, courtesy of Quaddicted: http://www.quaddicted.com/files/tools/photoshop%20curves.rar
Ahhhhhhh
#12212 posted by Fern on 2012/11/05 03:14:34
thank you
Texures
#12213 posted by mechtech on 2012/11/05 15:27:04
http://www.cgtextures.com/
Site has some good textures. Not Quake ready
Well...
#12214 posted by yourmom on 2012/11/08 22:50:03
Ehhhhhh Blow Me :P
#12189 posted by Fern [63.231.65.70] on 2012/10/28 00:29:22
No seriously I was going to do that anyway...
GTKRadiant And Q1
#12215 posted by Jago on 2012/11/09 03:36:34
I see that with GTKRadiant 1.6, the developers have dropped support for any and all games except for Q3/QL/ET and Urban Terror. What version of Radiant are the Q1 mappers using these days, GTKR 1.5? NetRadiant? Something else?
Netradiant
#12216 posted by Vondur on 2012/11/09 08:37:13
works perfectly fine
#12217 posted by - on 2012/11/09 17:39:35
I use 1.5
Stoneage Editing
#12218 posted by sock on 2012/11/09 19:51:59
I am using 1.3.8 (SD version of radiant) with a special entity.def and various shader files to remap all the textures to the root. I can't use 1.5+ because of the Intel video bug.
#12219 posted by wakey on 2012/11/09 21:40:15
Also using 1.5.
Works like a charm imo.
So They Put The Doggie Cure In The Cheesecake?!?
#12221 posted by RickyT33 on 2012/11/11 17:02:13
Well that is a striking concept. My dog would never say not to a piece of cheesecake I'm sure.
Tronyn
#12222 posted by negke on 2012/11/12 20:57:11
I'm looking for the source of a certain texture. Can you remember where you got the crate texture named f_051 from? Light brown wood. It appears in autumn.wad, for example.
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