Alternate Method
#13608 posted by Preach on 2014/02/18 23:14:01
With that new compiler that lets you cast shadows from brush entities, you can give the brushes the classname "info_null" and set "_shadow" "1". Does waste a model precache though...
#13609 posted by - on 2014/02/18 23:21:55
You could potentially use a bunch of negative lights too, but that would likely look like ass and be a pain to do.
Wild Idea
#13610 posted by Preach on 2014/02/18 23:27:51
I always thought it would be cool if someone made an engine where you could go round the map and "spraypaint" the lightmaps. Basically just go round with a dynamic light that never went away. Then you could add a negative "brush" that subtracted rather than added light, and you could use it to fix up glitches or do weird effects. It'd probably be hard to make it robust in the face of recompiling the map, perhaps you could replay a demo to repeat any painting you performed. Anyway, that's my mad thought for the day...
That Was My Idea!
#13611 posted by Spirit on 2014/02/18 23:42:28
Licensing Issues?
#13612 posted by Qmaster on 2014/02/19 00:58:27
Um...hesitant to ask, but...
Is there any sort of maybe legal issue with using something from the mission packs? I know Quoth used the Scourge(the scorpion to you heathens who don't know) from hipnotic's pak (hipnothetically, of course), but is this legal? And to what extend? If someone hosts the entire mission pack in the zip along with a custom map so that someone can play it, is it illegal?
Methinks melord thou art a theif. Y/N
N.
#13613 posted by ericw on 2014/02/19 01:43:14
Don't host the entire mission pack; it's copyrighted (and actively being sold on steam) - that would be illegal.
Including a few assets from the mission packs in a Quake mod is probably fine, but the copyright on those assets (models, textures, whatever) is still held by whoever owns the rights to the mission packs. So you're working under the assumption that they are OK with what you're doing, which they probably are.
Without Licence
#13614 posted by Preach on 2014/02/19 01:55:39
I'd agree that including the scorpion in a mod like Quoth without permission is strictly speaking illegal. It's the same for maps that use texture sets from other games like Quake 3 or Daikatana, taking an art resource and re-purposing it in a similar setting, essentially is a act of redistribution without permission.
Morally speaking, I'd say what differentiates it from including the entire pak and all the maps is a matter of substitution. Including all the maps would make your mod a complete substitute for the mission pack. Someone who downloaded that would have no reason to buy the mission pack, harming that product's potential sales. Including the monster in a different mod doesn't do that; the value of Scourge of Armagon is preserved.
I guess it's kind of a map-centric view of things, but I think the experience of the mission pack is "play through these particular maps", rather than "play against this monster in some notional maps which may or may not include the maps supplied". If a cease-and-desist order were made, we'd comply without hesitation, but for a free mod I doubt we'll ever see one.
Nah...
you can just say it's a parody and get off scott free... that's how I got away with all those murder rapes.
Okay Then.
#13616 posted by Qmaster on 2014/02/19 04:03:39
The Mapper's Ethic for Other Mod Inclusion:
I won't include the maps.
I won't include the demos.
I will include the monsters I want.
I will include the items I want.
I will include the code I want.
I will hide them in the .pak file(s).
I will include a "Special Thanks" in my readme.txt, whatever it may be called.
I might consider notifying the author before releasing my map...
...if I can find their contact info.
I won't release if the author doesn't want me to, but they will have to act fast.
I will revoke a release if the author of content I have used wishes me to do so.
Signature___________ Date________
Here's a pen ./
Side question: Didn't the Drake Mod use the Quoth Drole?
% _ | Cte C ^, V+
#13617 posted by Qmaster on 2014/02/19 04:36:54
A. The castle will rise from its vortal depths...
#13618 posted by necros on 2014/02/19 17:37:10
it doesn't need to be so complicated. ask before using stuff, if they say no, don't use it. if you can't contact them and you've done due diligence, just use it-- it's likely a really old asset anyway.
@Fifth Elephant Re: Shadows
#13619 posted by quaketree on 2014/02/20 15:17:06
Aside from hiding the brushes casting the shadow inside a sky brush or behind a func_wall there is another way but you need to be sure that the brushes involved are well out of the way of game play because even though you cannot see them the engine WILL treat them as a solid (invisible) brush so you and the monsters cannot walk or shoot through them.
You will need a BSP compiler that supports the skip texture and detail brushes (Tyranns does using the entity name, func_detail).
Make whatever shape that you want to cast a shadow and make them all func_detail (you can group them and then do it all at once) making sure that you use ONLY the skip texture. Viola, an invisible brush that casts a shadow. A solid (as far as light is concerned anyway) clip brush so to speak.
An additional benefit of this is because the compiler changes the func_detail into a plain old everyday brush it has no effect on the number of entities\models used in-game.
This works for two reasons. All detail brushes are rendered so that vis compiler will ignore them but the light compiler will see them as a solid brush. By adding the skip texture the bsp compiler will not let them get drawn in game. If you simply did a skip on a solid brush it wouldn't cast a shadow but this trick, where an entity (func_detail) is turned into a solid in the middle of the compile process does work so that the light compiler "Sees" the brushes even though the player does not.
But like I said, it's an invisible solid brush so you need to be absolutely sure that's it's out of the way (rocket launchers and Skraggs are an obvious no-no here and probably tar babies and fiends as well, oh, and no way for any enemy to shoot at you or jump on you from above). It also cannot be touching "Anything" aside from itself (in other words it must be free floating, it can be a collection of any number of func_detail + skip brushes touching each other but that's it) otherwise the contact points will give you a HOM effect.
Have fun!
Cheers For The Tips
I went for the age old method of hiding the brushes inside the sky volume though I enjoyed all the different methods suggested.
I'm not 100% sure about using the Q symbol in the way I have in the end, the area I used it in seems a bit busy now.
Func_illusionary
#13621 posted by mechtech on 2014/02/21 01:09:48
Tyrann's tools
_shadow 1 with skip texture shove it anywhere
Func_illusionary
#13622 posted by quaketree on 2014/02/21 04:46:48
Adds to your entity count. Func_detail does not because it gets converted into a regular brush during the compile process.
Func_illusionary
#13623 posted by Preach on 2014/02/21 09:05:02
That's why I suggested using an info_null, which will get removed. Both ways still add a model precache though.
_precache
#13624 posted by Qmaster on 2014/02/22 16:40:58
Is there a limit to the number of precaches?
I Mean
#13625 posted by Qmaster on 2014/02/22 17:04:12
What's the limit for engines nowadays?
Depends On Which Engine
#13626 posted by ijed on 2014/02/23 01:25:24
Personally I prefer the "fuck the limits" option and go for full bsp2 support. Quakespasm is my current favorite for this. Afaik it has no limitation on precaches.
Hardest Limit
#13627 posted by Preach on 2014/02/23 02:25:13
255 is the maximum that will work in all engines. Lots of leading engines do increase this limit, but because it requires a protocol change it's not trivial to do. This means lots of minor source ports don't have the feature.
Sock Textures
Hey guys,
New to this. I want to use the textures Sock used in his maps. His readme's state that these are modifications of the original textures. Is there such a thing as a Sock wad I can use?
Or do I have to go through all the bsp's, find the directories, filter the textures and somehow create my own wad?
Sorry if asked before. Did a bit of Googling but most things mentioned tools on how to make wads.
Regards,
Sprony
Sock Includes
the textures in his .pak files, you could get something like pak explorer to get the .wad files.
I believe you can also take textures directly from .bsp files using TexMex.
Mememe Textures
#13630 posted by sock on 2014/02/23 13:08:35
At the bottom of THIS page is all the links you will need. TexMex will extract textures from BSP files and ADQ will open up PAK files. I do include all source materials with every release, map + wad file.
Once you have extracted all the wad files out of all the different pak files, just put them in the same directory as your map and add them to the wad line on your worldspawn.
Eg - "wad" "common.wad;animated.wad;liquid.wad;zendar.wad"
Sock
Thank you!
Precache Limits
#13632 posted by Qmaster on 2014/02/24 04:29:23
Since I am already taking the ijed approach with respect to map size, I will ijed my precaches too.
Thanks for the tip.
P.S. 255!! Thats pathetic!!
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