You Have To Place At Least One Light Entity
#13180 posted by spy on 2013/09/03 10:06:58
otherwise it would completely fullbright
and don't forget to run light.exe
Qmaster
#13181 posted by Spirit on 2013/09/03 11:00:21
Use QW and then cokeman's mvdparser. You can specify what information you want in the output with templates. Should be possible to get pickups etc. from it.
https://github.com/JoakimSoderberg/mvdparser
I used it for https://www.quaddicted.com/tools/frag_heat_maps_from_mvd_demos
There are also tools for protocol 15 demos but I haven't found a user-friendly one. Will probably be investigating them later this month. The SDA guys should have stuff. Maybe http://speeddemosarchive.com/quake/qdq/tools/demtool.html
@flesh
#13182 posted by ALLCAPS on 2013/09/03 16:11:21
Are you using the newest tyr tools for light and vis?
It's possible VIS broke somehow. In Quake turn "r_showtris 1" in console and just make sure that the whole level isn't being rendered at one time, which may indicate something doing wrong at compile time.
This is assuming you're running light.exe and have some lights thrown about in the map, which is what to check first.
Thanks
#13183 posted by flesh420 on 2013/09/03 18:33:49
Ok thanks. Yea something broke and I got the idea to try different compile tools and that fixed it.
VIS Has Nothing To Do With It
#13184 posted by negke on 2013/09/03 18:56:16
It's like spy said. Light.exe adds the lightmap information to the compiled bsp provided there are light entities in the map.
Collision On Moving (blocked) Bmodels
#13185 posted by negke on 2013/09/03 19:03:36
If a moving brush entity, e.g. a func_train, is being blocked by a player or a monster, does this affect the behavior of other entities riding it in any way? Technically, it's still in a "moving" state, right? Would that impact on any active/inactive monsters on it, specifically their movement/AI routines?
Never
#13186 posted by ijed on 2013/09/03 20:17:09
Seen anything like that, especially with trains. Typically they affect nothing and nothing affects them apart from a direct targeting and the obvious movement of creatures placed on top.
The only oddity I've seen there is with dead monsters, who'll sometimes slide on horizontally moving trains, and doors.
It's possible however that a mover is doing damage to a creature (even if it's 0 damage) which in theory could interrupt / reboot it's state.
Just conjecture / vague memory though.
@metlslime
#13187 posted by sock on 2013/09/04 01:38:17
I am trying to get my maps to work with Darkplaces and I have setup all my bmodels (doors, buttons) with skip on their hidden surfaces. I have been using your newskip.exe program to move the skip surfaces around inside of the bsp, but strange things are happening.
Projectiles often fall through the bmodels with skip surfaces and traceline functions cannot recognize the objects anymore. If I compile without the newskip.exe the bmodels are all fine. I checked that the objects have the correct bbox and min/max setup but I cannot see what is wrong.
What exactly does newskip.exe do? I want to be able to explain to LordHavoc so that I can log a bug with him about Darkplaces and hopefully get the situation fixed. I really want to keep the skip surface function but I need to get more details. Can you help?
Sock:
#13188 posted by metlslime on 2013/09/04 02:20:22
basically skip tool will re-arrange the faces in the leaf or bmodel so that the skip faces are at the end of the list, then it changes the "num faces" count to be lower.
so if you start with this:
NumFaces: 6
Faces: A B C D E F
And B and C are skip-textured, you get this at the end:
NumFaces: 4
Faces: A D E F B C
So B and C are still included in the list, but won't get drawn because the engine will stop after drawing the first 4 faces.
Also the source code is included in the newskip archive, so Lordhavoc should be able to look at it in more detail if he wants to.
@metlslime
#13189 posted by sock on 2013/09/04 02:34:06
thanks :)
So That's How SKIP Works!
#13190 posted by Qmaster on 2013/09/04 04:37:40
I thought it deleted the faces. That explains why newskipped bsps when loaded into another map as a .model still render all of their faces even when loaded by themselves they don't render. (Yeah I was playing around with the idea of instancing (you know like source engine!) multiple bsp's which works almost perfectly but would be absolutely horrid for performance in my case since skipping doesn't work. That and you get fireflies between mating surfaces of zero thickness (think tri-soup where two brushes only share an edge));
Wait...
#13191 posted by Qmaster on 2013/09/04 04:39:56
Wait how does the engine render entity .model's like for monsters and brush entities? Is there a way to have a skip utility that causes certain faces of a bsp to have the pink index color of transparency applied to them?
Skip
#13192 posted by Tyrann on 2013/09/04 06:12:14
The latest tyr-qbsp removes skip surfaces completely during compilation (instead of hiding them at the end of the surface list) in case that helps.
Qmaster...
#13193 posted by metlslime on 2013/09/04 07:33:41
Interesting, I didn't consider that use case when creating the tool. It should be possible to support it, though tyranns new absolute kind of makes my tool obsolete.
Correction:
#13194 posted by metlslime on 2013/09/04 07:35:20
"Absolute" should read "qbsp" -- cursed iPad autocorrect
Sock
#13195 posted by negke on 2013/09/04 09:23:13
Darkplaces doesn't treat skip surfaces as simply tranpsarent faces by default like normal engines. Instead, to DP it's pretty much like they aren't there, so shots pass through and they don't block visibility. Check the sv_gameplayfix_q1bsptraceline* cvars, they can revert this behavior.
#13196 posted by necros on 2013/09/04 14:56:02
i wish skip worked on external bsps. that would be radddddd
#13197 posted by Spirit on 2013/09/04 15:09:24
Sounds like tyr's does?
Mapping For Quake
This question has probably been asked before but after hours of Googling, I have to turn to you. I've been using GTKRadiant 1.4 for Quake 3. I would like to use the same editor for Quake. According to several readme's from different maps, this should be possible.
Google has thought me GTKRadiant 1.5 has a gamepack for Quake and should be easy to configure. However, I don't like 1.5. I'm spoiled like that :)
Quake ED by Sikkpin is mentioned a lot. But all I find are dead download links. There doesn't seem to be a site for it.
Other editors are mentioned of course but before switching it would be great to hear if it's possible with GTKRadiant. If not, links to Quake Ed by Sikkpin would be appreciated since that one seems to be the best fit for me (based on what I read).
#13199 posted by negke on 2013/09/04 21:49:51
The Quake gamepack should work with either version. Worth a try.
Negke
Looking into it. Apparently official support is dropped for 1.5 and later. So no official gamepack download. Currently looking for mirrors :)
The 1.5 Release Contains The Quake Gamepack
#13201 posted by negke on 2013/09/04 23:12:04
A slightly modified version of it is available here.
And while I'm at it, might just drop this link as well: q1maptools.zip
Qmaster
#13202 posted by mwh on 2013/09/05 06:03:05
Should be pretty easy to pull that data out of a demo file (assuming you have code lying around that reads demo files, I have some oddball Python at https://code.launchpad.net/~mwhudson/+junk/demp, Mandel has some C at https://github.com/mandelmassa/libdemo or you can ram the demo through lmpc and parse the text).
Negke
Thank you for those files. Unfortunately, the pack doesn't seem to be compatible with GTK 1.4. I got pretty far and solved several errors but eventually it would still crash.
Maybe someone else has any ideas? Otherwise a link to Sikkpin QE would be appreciated.
#13204 posted by necros on 2013/09/05 21:14:41
You can totally use GTK1.4 with q1, but it requires some small bits of hackery.
Basically, you extract your texture wad as jpg or tga and store them like a q3 texture pack.
Then, when you go to compile, you convert the map that was saved from GTKR (which will be a q3 .map format) into the q1 .map format with a converter program. then you compile as normal.
When i get home, I'll see if I can dig up my old guide for this.
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