#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
Using Quakespasm Is Best
because most people will be using a similar engine (like fitzquake, directq or rmq). This is at least true for the singleplayer side of things.
If I am not mistaken though a lot of the multiplayer engines are based on darkplaces (like Nquake).
Allcaps
#13141 posted by gb on 2013/08/26 10:50:29
https://anonfiles.com/file/30705c2042e16922502fd84e7237e8f0
This is the greybox wad I use in my current DM map. I made the textures in Wally. Have fun.
To Map Hackers
#13142 posted by gb on 2013/08/26 10:51:58
negke & co., how do I make an item float in midair in vanilla quake? There must be some way to circumvent the droptofloor part.
Yep
you rest the item on an object that gets removed when the map starts...
#13144 posted by gb on 2013/08/26 13:35:43
Indeed, this works even in deathmatch. Thanks.
Make Sure To Remove It A Frame Or So After The Map Starts
#13145 posted by - on 2013/08/26 16:21:17
weapons don't drop to floor until a frame or so passes.
#13146 posted by necros on 2013/08/26 19:01:43
correct me if i'm wrong but I think it actually needs to be after 1 second, because the game starts at 1 second.
so, a nextthink of 0.5 would actually run at 1 second and would be before droptofloors are called.
to be safe, it should be at least > 1.
My Method
#13147 posted by ijed on 2013/08/26 19:06:00
Was to have the player touch a trigger once that killtargeted all the func_walls I had set up for the feature.
Worked on all engines as I recall.
|