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?
Greybox Texture?
#13135 posted by ALLCAPS on 2013/08/26 04:58:26
Also curious if there's a .wad floating around with greybox textures. I'm using one of the tiled floor patterns from the stock textures, but I've seen plenty of screenshots where prototype maps have a few differently colored grids as placeholders.
#13136 posted by necros on 2013/08/26 05:02:53
The physics in Darkplaces and Quakespasm are different. This is because Darkplaces is based on the Quakeworld engine, whereas Quakespasm is based on the netquake engine (What was originally dosquake->winquake->glquake)
Target?
#13137 posted by ALLCAPS on 2013/08/26 06:22:58
Which set of behaviors should I target? Quaddicted recommends Quakespasm, so I suppose it'd be safer to target that engine. Is there a consensus on which engine is preferred for SP/DM? Up until I discovered this today I had no idea there were differing physics models across Quake/QuakeWorld, so I'm kind of thrown.
Mind The Step
#13138 posted by Preach on 2013/08/26 06:58:07
The jumping difference is down to step physics. When the player hits an obstacle, the engine checks if the player can clear the obstacle by being pushed 18 units higher. This is how you can go up steps without needing to jump for each one. In regular quake, you must be standing on the ground for this to work. You might notice this if you jump while climbing some steps - you get blocked by the netx step and lose your forward momentum.
Darkplaces relaxes this requirement, allowing you to climb stairs even if you are off the ground. This fixes the blocking when you jump into some stairs. However, this also lets you climb a ledge you are pressing against, once you are less than 18 units short of the height needed to land on it. In effect, darkplaces lets you climb ledges 18 units higher than normal. This is not a qw physics difference, it's specific to darkplaces and can be disabled with sv_jumpstep 0
I Made Some Grey/orange Textures For Mapping
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