Hm
#13110 posted by ijed on 2013/08/09 22:20:03
So its quite possible I just hit the limit with bmodels.
I don't have that many, but I haven't actually vetted the ones I'm using for vertex density. It's possible they've got lots of redundancy.
I tried removing certain lumps of geometry but not yet taking out entire lumps - that's next on the list. I'll give the 'big box' method of elimination a try as well.
In either case I suspect I'll have to either use external bsps or go to bsp2. Possibly both.
Thanks!
Fog Trap
#13111 posted by mechtech on 2013/08/10 03:57:34
Had an idea for a blindness trap for the player.
trigger_command
fog .9 0 0 0
Used Quoth
Map file
http://www.quaketastic.com/upload/files/single_player/maps/flashbang.7z
Another one e1m1 with a speed power up.
http://www.mediafire.com/download/tb0t1vaw3bxhz67/pwrtest.7z
Also uses Quoth mod
#13112 posted by necros on 2013/08/10 04:40:46
v_cshift makes more sense but i wouldn't mind seeing a silent hill darkness fog effect.
Did Something
#13113 posted by ijed on 2013/08/10 14:02:25
Similar but as a spell cast by a monster, using the shambles darkness effect when it casts lightning.
Worked pretty well, but unfortunately didn't really gel with the monster in question.
#13114 posted by necros on 2013/08/10 21:58:48
yeah, i never understood what that was all about. at first, i thought it was just some graphical glitch to do with the lightning.
I Reckon
#13115 posted by ijed on 2013/08/11 01:42:26
it'd work well as a direct attack, say, a special type of voreball that if it hits you leaves you blind for a duration.
Small Q
#13116 posted by qwfter on 2013/08/14 08:52:38
a simple question. how to carve shapes in other brushes? for instance what if I want to create a door port in the wall... do I have to create all the blocks around it just manually?
#13117 posted by Spirit on 2013/08/14 09:34:16
it depends on the editor you use.
better do it manually, carving usually leads to problems at some point. you can use splitting/cutting tools fine however, at least unless you do weird 3D angles.
#13118 posted by qwfter on 2013/08/14 10:08:35
i'm using trenchbroom. so is there anyway to put one shape in another and cut it out of it?
#13119 posted by qwfter on 2013/08/14 10:42:40
oh nevermind, got it. 'c' is for cutting.
Yeah
#13120 posted by ijed on 2013/08/14 14:37:30
'Carve' refers to subtracting one shape from another automatically, and usually means that the resulting geometry is a mess.
By Mess
#13121 posted by ijed on 2013/08/14 14:38:46
I mean it might look ok, but won't compile without leaks or holes.
The 3 point cutter in trenchbroom, combined with shift dragging faces (kind of like extrude) should be enough for you to make most things you want pretty easily.
Carving Saves Time Sometimes
#13122 posted by mechtech on 2013/08/14 16:50:50
Anything but box shapes causes problems using Hammer. If you want to add light textures to a ceiling for instance. cut/paste/carve/repeat is a nice fast way to do it.
#13123 posted by necros on 2013/08/21 01:39:25
what's the precached model limit in Fitzquake/Quakespasm/RMQ?
In glquake it's 256 (this includes map bmodels)
#13124 posted by necros on 2013/08/21 01:45:15
nevermind, i suck and can't read the FQ documentation that clearly says it's now 2048. :P
Quake 1 Episodes
#13125 posted by Flesh420 on 2013/08/25 00:27:38
Hello, I'm new to mapping for Quake but have picked it up rather quickly. I would like to know how I'd go about making a .pak file instead of just single maps, like creating a whole episode. I've no idea how to make an episode and any help will be much appreciated. Thanks!
#13126 posted by necros on 2013/08/25 00:34:35
I use pakscape: http://eliteforce2.filefront.com/file/;1327
You drag and drop folders and files in just like winzip.
All that .pak files are are just .zip folder style containers with files in. :)
Thanks.
#13128 posted by Flesh420 on 2013/08/25 03:44:51
Ok, got it. Thanx guys!
Just To Clarify
#13129 posted by SleepwalkR on 2013/08/25 08:36:07
AFAIK, pak files are not renamed zip files. Pk3 files are, though.
Zip Works For Pak
#13130 posted by Spiney on 2013/08/25 22:43:46
Err, No
#13131 posted by SleepwalkR on 2013/08/26 00:20:46
It doesn't. Try it.
Custom Engines
#13132 posted by Preach on 2013/08/26 00:41:49
It probably works in some custom engines, if they support the pk3 format then they probably support it even if the extension is wrong - particularly because it offers compatibility with the pakN.pak automatic loading scheme. But I agree with SleepwalkR that most engines won't cope.
Fun fact: Fitzquake (and so I assume most other engines) will read any mdl, bsp or spr file correctly even if you name it with one of the other extensions. I haven't found a practical reason to do this other than confusing people, but it's neat to know.
Apologies to Flesh420 for all this mad, unneccessary and contradictory posting, please ignore everything after necros's reply!
#13133 posted by - on 2013/08/26 02:33:01
pak is the same thing as bmp
Jump Height Difference?
#13134 posted by ALLCAPS on 2013/08/26 04:55:37
I'm banging out a remake of DM-Stalwart from UT99 to brush up on my brushwork (har har) and I noticed just by chance that a ledge I had made was able to be jumped on in Darkplaces, but not in Quakespasm. I changed to Quakespasm because it doesn't fudge the lighting (I spent time on that lighting!) and it looks like it's fudging the player physics too. Is there something I'm missing, or does Darkplaces have buggy/improper player physics?
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