That's A Combination Of...
#13234 posted by quaketree on 2013/09/12 22:41:51
transparent water and the r_wateralpha settings. I think that you have to go with r_oldwater 1 to fix that (but I'm not sure). Either that or recompile the maps to have transparent water. Google id1vis to find the tool that will do that for you.
Make sure that you back up the id1 folder first though.
The issue here is that vanilla Quake cuts you off from seeing through liquids from the outside. That was to help lower r_speeds due to computer limitations back then. This had to be done at the map compiling level (bsp). Quakespasm assumes by default that you have already converted the levels bsp file to remove that visual limitation but if you didn't you get blurry liquids.
r_novis 1 does the trick for me. Thanks!
The Bug
#13236 posted by ijed on 2013/09/13 21:39:42
Is called HOM (Hall of Mirrors) and means you're looking at water that wasn't vis'ed.
r_novis turns off all vis data for the level - which will make the map slightly slower running. In an id1 level this won't be a problem, but if you try the same trick in a big map it'll probably slow down the game FPS a fair bit, depending on your PC.
#13237 posted by negke on 2013/09/14 15:12:40
So the obvious solution is not r_novis 1 but r_wateralpha 1.
Or...
#13238 posted by JPL on 2013/09/14 18:08:24
... fullvis the map... that would help eventually ;)
Uh...
#13239 posted by Qmaster on 2013/09/15 00:18:27
Is there some sort of visible brush entity limit in Darkplaces? Because some buttons and func_wall decorations are invisible or else stretched and splayed across the whole map.
#13240 posted by ALLCAPS on 2013/09/16 03:24:29
If I recall there's a limit but it's astronomical. Have you tried a different engine, or using a different compiler?
"...but It's Astronomical."
#13241 posted by Qmaster on 2013/09/19 03:32:03
Oh, okay it makes sense now. I thought their wasn't a limit so I just kept mapping, and mapping...and mapping...and here I go for some more...
Hey Tyrann Buddy
#13242 posted by Qmaster on 2013/09/19 03:52:39
How's that awesome new qbsp coming along?
Trenchbroom Prefabs?
#13243 posted by ALLCAPS on 2013/09/19 20:28:38
Is there a way to handle prefabs in TB? I know that there isn't, but how are people handling it? I brushed up this really bitchin spire and want to keep it around without having to open the map it's in and copy-pasta it.
Cp
#13244 posted by ijed on 2013/09/19 22:30:53
Is the only way for now, I tend to make things like that into a func_group and then double click to select them all, using Ctrl drag to clone.
Prefabbing has been brought up on the forum, I think Sleepwalker is planning this for tb2 - might be completely wrong though.
It's On My Radar
#13245 posted by SleepwalkR on 2013/09/19 23:23:03
The very first version of TB had prefabs, but I'm not sure how useful they really are.
Sleepy
#13246 posted by - on 2013/09/19 23:44:42
not sure if I mentioned this or not, but the way portal2 (and perhaps some of the other modern source engine games) use 'prefabs' is nice.
basically, they are .map files which are instanced into the current .map, allowing even large sections of geometry to be reused and updated in a central map. writing this it sounds completely boring... but trust me, their use of them proves to me prefabs can be useful!
Not Sure How Useful They Are
Actually they are reeeeaaallllyyy useful man. To the point where I have a map full of them that I open and copy paste as needed.
Sleepwalkr
#13248 posted by mfx on 2013/09/20 00:07:11
i�m doing the same procedure as 5th.
Instancing
#13249 posted by SleepwalkR on 2013/09/20 00:11:40
There's some discussion about it in the issue tracker and I'd like to roll it into a prefab system. Good to know people do use them, I'll keep that in mind.
Well
#13250 posted by ijed on 2013/09/20 00:44:01
One idea I proposed was to use .map - had no idea portal2 used it though.
It could work really well if used like the entities tab - you see a little preview of each prefab and just drag n drop into your current level. And just saving prefabs into a 'prefab' sub folder...
The complex part with the current workflow would be including entities with prefabs though, since grouping things can only be done through making them into a brush func group entity as of now.
I don't think an instancing support would be required, but I honestly don't know. Maybe it would be incredibly awesome to edit all your doors or whatever by opening a single prefab.map.
All the door frames in my test mod have broken offsets where the door z fights with the frame when open.
Virtus DMM Has Prefabs
#13251 posted by madfox on 2013/09/20 02:18:26
This Explains Everything
#13252 posted by czg on 2013/09/20 08:09:39
Why Did I Do That?
#13253 posted by Rick on 2013/09/25 23:19:56
If I ever do another map I'm going to keep some kind of log book. I started to work on my map again yesterday after about 4 or 5 months, and I can't remember how things work. I find about 6 very similar versions of a texture and can't remember why I made them or how they're different. I walk through the map and see things and say to myself "Why in the world did I do that?" I'm going to end up wasting a week just figuring this stuff out.
#13254 posted by Spirit on 2013/09/25 23:31:33
Use a code-versioning system to check in changes you did on your map with comments.
Welcome
#13255 posted by mfx on 2013/09/26 00:47:39
to my world, Rick!
Prefabs?
#13256 posted by Spiney on 2013/09/27 13:37:38
Yes!!!
Prefabs
#13257 posted by JPL on 2013/09/28 08:47:12
Snarkpit website (can't remeber the http..) has also some nice to consider, even though they are CS oriented...
I also found once a website (Mission HQ as far as I remember...) in which there were tons of WW2 prefabs (i.e the Tiger Tank in Fort Driant has been re-built from one of their model)..
So prefabs ! Yes, there are many over the intarweb :)
More For Personal
#13258 posted by ALLCAPS on 2013/09/28 19:58:22
I was thinking more for personal clipping, as I don't like using other people's work in my own. Like if I spend a lot of time brushing a cool looking widget, or if I make a cool ceiling design, I could make a "slice 9" version of it and then save those slices as prefabs, so I can paste them and scale/extrude them as needed to make ceilings in a map.
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