Preach & Fat Controller
#1363 posted by Mike Woodham on 2004/03/08 15:31:56
Thanks, I will take a look.
Mike
#1364 posted by aguirRe on 2004/03/08 16:47:11
The Demon King is a Q1SP pak, look here: http://www.gamers.org/pub/idgames2/partial_conversions/tdk11.zip
Can't say I liked it though, especially its inter-map handling was bad and critical gameflow paths went via unmarked func_illusionaries etc.
Holy Hell?!
#1365 posted by necros on 2004/03/08 17:15:57
12000 to 856?
how does that work?!
TDK
#1366 posted by Mike Woodham on 2004/03/08 17:22:02
Mmmmm, seven years ago this was probably a great map to play. I had not seen it before.
AguiRe, I know you are very good at English, and I know the last sentence is English, and I recognise all of the words, and I know I should understand but I still don't understand "critical gameflow paths went via unmarked func_illusionaries". Is this something I, as a mapper of mediocre ability, should worry about?
What on earth is an unmarked func_illusionary?
Brush Merging
#1367 posted by Mike Woodham on 2004/03/08 17:39:41
I haven't got a clue how the program works, but watching the disply suggests that it is taking each brush in turn and checking every other brush in the map to see if it can 'merge' the two. You have the option to merge selected brushes, those only with matching textures or those that fullfill some rather technical numerical parameters, which are way beyond my comprehension. After I had shut down all background tasks, it took about 4 hours to do.
It probably has a very clever algorithm to avoid double checking as one of the counters goes from 1 to the maximum number of brushes, and the other seems to always count to a number less than the maximum number.
The program was written by Yahn Bernier who is now on the Half Life2 (or is it Doom3) team. I have always used his editor it has the most Micrsoft feel of all that I have seen. Ooops, I might have given something away there.
Its only drawback is that the 3D window draws fairly slowly i.e. the more brushes in your map, the longer it takes to walk around, hence me always wanting to compile regularly to view the map.
Hope that helps.
That Particular
#1368 posted by aguirRe on 2004/03/08 18:15:01
sentence was my [obviously] bad attempt to describe a situation in one of the tdk maps.
You had to cross a bridge by walking beside it (in thin air) and right after that, you had to "know" that you should walk right into a seemingly solid rock wall (unmarked) and thus find the path onwards to the next part of this puzzle pak.
Thus gameflow was very confusing, since you sometimes had to use invisible clipbrushes for support and then stumble through a func_illusionary brush to proceed.
Play the pak and you'll probably see what I mean.
AguirRe
#1369 posted by Mike Woodham on 2004/03/08 18:35:03
Ah, now I understand. It is not my kind of map at all: I have never liked attempts to mimic reality e.g. trees, normal buildings, furniture etc. Also wide open spaces with nothing going on.
Like I said earlier, seven years ago this was probably the dogs but some of our current mappers have moved everything on light-years ahead of this.
The only time I can remember clip-brushes alone being used for support successfully was in a map with an Indiana Jones theme and you had to cross a chasm using a 'leap of faith', just like Indie did :-)
Preach
#1370 posted by Mike Woodham on 2004/03/09 01:33:58
I e-mailed you re your mod but BT bounced it?
Yes Demon King
have some conceptually good ideas.
but the implementation was poor.
resulting in a somewhat frustrating experience.
Mods And Sods
#1372 posted by Preach on 2004/03/09 06:25:01
Mike: yeah, typo in the e-mail in the readme there, should be andrew not andre. Hopefully that should get it through.
The Demon King
#1373 posted by R.P.G. on 2004/03/09 11:10:22
Am I the only one who gets reminded of bananas by the name "The Demon King"?
Yeah
#1374 posted by czg on 2004/03/09 11:42:30
You are.
Demon King
#1375 posted by Mike Woodham on 2004/03/09 14:23:52
Field hockey.
#1376 posted by - on 2004/03/09 14:28:49
Google claims this is the Demon King. and I agree!
http://www.nongnit.net/khonmask/kmynn003c.JPG
Run Out Of Ideas.
#1377 posted by LTH on 2004/03/09 18:42:36
So I've built pretty much all of my new spacebase rubicon map (q1sp), but I've run out of steam.
All I need is a decent idea for a boss combat in order to gain the silver key. Answers on a postcard.
Cheers.
How About
#1378 posted by czg on 2004/03/09 19:04:47
A mechanical Ridley from Metroid that does nothing except sitting in the right-hand corner looking sad, while you fire goddamned rockets into it's heart!
This might have been done before tho...
Colored Lights...
#1379 posted by JPL on 2004/03/10 09:35:28
Hello,
I've seen on some Quake 1 screenshot that it should be possible (I say "should" because I've never found a map performing that) to colored light entities. For Example, I would like to generate a red halo around a invicibility pentagram, or a blue one around a Quad Damage item, etc.. Who knows how to do that ??
Bye
#1380 posted by - on 2004/03/10 09:53:34
those halos you see are standard GLQuake additions John Carmack added to those ents.
Colored light in standard Quake is impossible. It's added to most custom engines now, most using the .lit format. Basically you use tyrlight or another light program that supports it, and set all your lights you want colored with a 'color' key (may be differant, look in the light programs readme) set to the RGB values you want, like '255 0 255' for ugly neon purple. You'll now have a .bsp and a .lit. The map will light normally in standard Quake, or in a custom engine, as long as the .lit is in the /maps/ dir with the .bsp, it'll use the colored lights.
Colored Liht
#1381 posted by JPL on 2004/03/10 10:00:02
and does arghlite support colored lights ?
Jplambert
#1382 posted by Vondur on 2004/03/10 10:32:27
no
.lit
#1383 posted by R.P.G. on 2004/03/10 11:09:26
For colored lights, you need TyrLite. You can get it from Tyrann's website here:
http://www.planetquake.com/tyrann/
Tyrlight...
#1384 posted by xen on 2004/03/10 13:34:42
...also supports EVERYTHING arghlite has, loads more, so it's worth upgrading anyway.
Colored Lights
#1385 posted by JPL on 2004/03/11 02:18:11
OK, TyrLite allows colered lights feature, I will try it as soon as possible... Just one more question...
Is it possible to add some RGB field values in QuArK entity descriptor (during light processing it should generate .lit file automatically), or do I need to write myself the .lit file, changing manually my needed RGB value...??
Thanks
Colored Lights
#1386 posted by Lenny Lurker on 2004/03/11 02:54:24
I don't know about QuArk, but I guess it would be similar, I use GTK Radiant, but you put in the key
_color
and the values
X X X
X being a number between 0 and 255
If you aren't sure about what numbers would represent which colouors, you could find that info in Photoshop/Paint Shop Pro, by selecting the color and it will tell you the RGB values,
or http://www.visibone.com/colorlab/ gives you a little 216 color dodad that allows you to do the same.
You also need to add the -lit switch to your tyrlite compile process/bat file, eg
tyrlite.exe -extra -lit yourmaphere.bsp
that will create your .lit file for you, you don't create it yourself.
Lenny Lurker
#1387 posted by JPL on 2004/03/11 03:23:21
Thanks, for the infos... I'll check TyrLite vs QuArK possibilities as soon as possible, hoping it will works the first time.. Otherwise is it also possible to generate a "blank" .lit file and replacing color field by what I want ???
Bye...
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