#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.
Fullbright Water
#13259 posted by Rick on 2013/10/01 19:02:37
Why? Surely there is some way to fix this. I don't mean light mapped, just some way to turn the brightness down. I made a custom water texture using only the darkest colors available and it still looks too bright in places. The only thing that seems to help is wateralpha, but transparent water doesn't look right in Quake.
Edit The Texture
#13260 posted by RickyT33 on 2013/10/01 19:08:36
How About.
Use wateralpha, and put a very thin (2 units) func_illusionary right under the surface, and then put an all black texture on the top face and skip on the bottom face.
#13262 posted by sock on 2013/10/01 20:00:38
Use wateralpha, and put a very thin (2 units) func_illusionary right under the surface, and then put an all black texture on the top face and skip on the bottom face.
I have done this with teleporters, lava and water, works a treat! I usually make the lava illusionary brush red and the water one similar base colour to the top texture.
Hmm...
#13263 posted by Rick on 2013/10/01 20:42:55
Interesting idea. Might look funny if the player uses a very transparent wateralpha setting. I don't have any models left and I'm real close to the marksurfaces limit. I might just have to add a little more light to this particular area (it's not a very big part of the map).
On the other hand, I'm beginning to see less and less reason to keep deathmatch stuff and that would free up a number of models. I intend to finish this thing by the end of the year, if not sooner. I'm tired of working on it.
Still, it would be nice if this could be added as an engine feature, kind of like fog.
Fullbright Water
#13264 posted by quaketree on 2013/10/01 20:43:30
That's an engine issue, not a mapping issue. You need to use an engine (like GLQuake, I think) that ignores fullbrights altogether. Personally I think that unless it's *Lava a little transparency can be a good thing in a visual sense. Of course it may also "Break" a map because, for example,in E1M4 (The Grisly Grotto), you can avoid the Skraggs by simply diving in and due to how the old vis worked you would disappear from their view and thus not get shot at from above or perhaps you can see a secret that you missed before.
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