Possible Help
#13338 posted by Rick on 2013/11/03 16:25:59
I don't know about Q2 or GTK, but with Netradiant and Quake you put all texture wads in the id1 folder, nowhere else, and it finds them automatically.
#13339 posted by gb on 2013/11/03 18:43:59
How do I make it uses textures from a mod dir other than baseq2?
Under "Project Settings", select "Custom Quake 2 modification" and enter the name of the mod's gamedir.
#13340 posted by jitspoe on 2013/11/03 20:46:46
"Custom Quake 2 modification" is not an option. The mods are all "Quake III" related. I set it to "Quake III modification" and set the fs_game to "pball", but it still keeps trying to use baseq2.
#13341 posted by jitspoe on 2013/11/03 20:53:19
Never mind. I guess it just had to be restarted in order to take effect.
Fog And Trains
#13342 posted by Rick on 2013/11/16 01:43:41
Two questions.
Is there any way to set r_skyfog in the map?
Is there an easy way to change the sound on a func_train?
No And Sort Of
#13343 posted by ijed on 2013/11/16 11:30:58
I'm not aware of an engine that allows setting sky fog independently from the normal.
All it would do in any case is apply a flat colour over the top, since sky has no distance... You can achieve the Same effect if you open the images in a graphics editor and apply a colour layer.
Trains have a 'sounds' key, which is just binary 0/1 which gives you silence (0) or the classic quake train(1) sound.
Changing this in the qc is pretty trivial, and many mods have already done it, usually allowing for custom sounds to be map defined. Extras r4 / pox mod springs to mind as having e best extended train functionality.
R_skyfog
#13344 posted by Rick on 2013/11/16 14:25:35
Fitzquake has a r_skyfog and setting it lower than the default 0.5 does reduce the amount of "fog" applied to the sky.
I'm using a sky box that is a dark, cloudy, night sky with a large moon visible. Even small amounts of fog lighten the sky dramatically causing it to look not at all like night time. Changing r_skyfog to 0.2 is a big improvement. I've tried just using lower RGB values for the regular fog (0.2 .05 .05 .05 currently) which helps but reduces the normal fog effect to where it's almost unnoticeable.
Ah, Didn't Know That
#13345 posted by ijed on 2013/11/16 19:08:35
Ah Ha
#13346 posted by Rick on 2013/11/16 20:16:50
Remembering how sock was changing gl_texturemode in his maps, a little research led me to this page at the Tome of Preach.
Looks like I would need to use a quake.rc file to set r_skyfog.
Tome of Preach looks like a great storehouse of Quake info. I think I'm going to just sit down and read it all.
Preachs Site Is A Well
#13347 posted by mfx on 2013/11/16 21:10:34
of qc boundary pushing. highly recommended.
Rich
#13348 posted by Preach on 2013/11/16 21:11:33
Yeah, if you're making your own mod then that's a good way to do it - but only if you need the same setting for all your maps!
Another approach is to have a custom QC entity which sends commands to the player's console during the map. This lets you build maps with different settings for the various console commands you have created.
Quoth already has an entity like this:
http://tomeofpreach.wordpress.com/quoth/tutorial/info_command/
It's the moral equivalent of the following QC code:
stuffcmd(player, "r_skyfog 0.3");
Yeah
#13349 posted by Rick on 2013/11/16 21:23:34
I only need it for this map because the skybox just looks bad with any amount of fog. I have a custom progs.dat but it's nothing special because I am not a programmer. I consider it completely optional, but I guess I could try a custom QC entity anyway.
Two Things
#13350 posted by ijed on 2013/11/17 00:43:32
Preach is one of the people that keeps this community going. Without a doubt.
The other is that qc isn't really coding, it's just scripting. Once you open it, look at a few variables and read some of the tutorials on inside3d it's a free bar.
Hm.
I'm a bit drunk.
Doesn't invalidate anything I just said though.
Whatever it was.
That Thing About Preach
#13351 posted by SleepwalkR on 2013/11/17 00:45:09
Definitely not invalidated by being drunk.
I'll Let That Sleeping Dog Lie...
#13352 posted by ijed on 2013/11/17 01:45:41
No Triple Meaning
#13353 posted by ijed on 2013/11/17 01:46:31
Wow
#13354 posted by Rick on 2013/11/17 21:08:38
There is a ton of good stuff at Tome of Preach. I now remember going there back in the spring. I switched to a different computer for dev stuff early in the summer and didn't copy my bookmarks from the old Athlon 64 I had been using. I bet I had it bookmarked on that machine though. Excellent site man, thanks :)
I played around with spawning a trigger this morning and had no trouble getting it to work. Much more stuff to read.
Fitzquake Crash
#13355 posted by ijed on 2013/11/23 18:46:41
I've got a mesh, that if created causes a hard crash in Fitzquake.
Condebug doesn't give me any readout of the error, nor does developer 1 - it just hangs before crashing to desktop.
Other engines (FTE, Tyrann's) have no problem with the mesh in question.
I can't see anything in the documentation, is there any known issue with this?
Ok
#13356 posted by ijed on 2013/11/26 12:21:28
FYI, Fitz crashes if you set a skin on a model that doesn't exist.
I'm generalising gibs and different types thereof.
#13357 posted by metlslime on 2013/11/26 20:25:39
ijed: if the skin doesn't exist, or if the model doesn't exist?
Just The Skin
#13358 posted by ijed on 2013/11/26 21:05:47
It's a hard crash without an error message, which is what had me scratching my head.
If the model didn't exist it'd give me an error.
It seems the other engines I mentioned default to skin 0 if the qc tries to call a bad skin, same as with a bad frame.
#13359 posted by metlslime on 2013/11/26 22:58:00
Interesting, I thought I had set it up to display a blue/black checkerboard texture when the skin is missing. Maybe some other changes have broken that feature.
Yeah
#13360 posted by ijed on 2013/11/26 23:50:10
I thought it was odd when I figured it out. Ah well nobody's perfect :)
I doubt it matters, but this was with Spike's hack to make it usable with BSP2.
#13361 posted by negke on 2013/11/27 18:35:34
Remember my cellshading sm134? It uses invalid skin numbers on purpose for the blue/black effect, and there's no crash. So it sounds more like there's another condition at play on ijed's end.
Possibly
#13362 posted by ijed on 2013/11/27 20:38:20
But like I say, I fixed it by inserting duplicate skins on the mesh. It also only affects this particular mesh as well.
Here it is, if you want to check it out;
https://www.dropbox.com/s/9e5vvwd3vnt8bnh/hunter_gibs.mdl
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