#13865 posted by necros on 2014/06/22 17:47:13
that actually sounds like it would be an interesting project. certainly not overly difficult, but would require a lot of 'manual labour' to set up the initial index and tagging all the individual textures.
the back end stuff would probably be the easiest part. basically a db which links logical texture metadata with the appropriate wad files. you'd probably either want to extract everything as loose png files or something for speed.
the web app component-- getting search results xferred over to the client browsers while maintaining responsiveness etc... would probably be the worst.
you'd definitely need some ajax async stuff so you can load images as they come in, not sure how much of a load on the server that would be. most textures are 64x64 or 128x128 which isn't all that much, but loads of tiny requests like that would probably still be bad. maybe each wad file would be stored as one large spritesheet image or maybe the backend itself could generate these spritesheets grouping textures that have the same tag.
Limits
#13866 posted by madfox on 2014/06/22 23:29:42
That Clipnodes and Marksurfaces exceed normal engine max error.
What is the easiest way to handle?
Deleting brushes, scaling up hull textures?
For some reason I always exceed the limits.
#13867 posted by necros on 2014/06/23 00:21:46
clipnodes can be reduced by putting clip brushes over parts where the player can't go.
they are created by things that the player can collide with, so putting clip brushes over them makes less places the player can go, thus less clipnodes.
marksurfaces are weird and will randomly go up and down.
Yes
#13868 posted by madfox on 2014/06/23 03:01:28
That helped stopping the clipnode warning.
I keep that shade blackouts on some brushes.
I've been trying with light settings, but the complete black brushsides seem hard to avoid.
Any Tips For Good Lighting?
#13869 posted by Breezeep_ on 2014/06/23 03:48:07
Lighting Tips
#13870 posted by sock on 2014/06/23 04:22:48
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source
Total Newbie Question
#13871 posted by total_newbie on 2014/06/23 16:10:01
Hi all, I'm just starting to learn TrenchBroom with no prior mapping experience for any game whatsoever. All of this is entirely new to me, and now I have a stupid question:
Can water brushes overlap with solid brushes? I mean, when you want to create a body of water in a map (like say you've created a pool that is not just a rectangular box, but has sloping edges etc.), do you then have to create a water brush/brushes fitting that space exactly? Or can you just create a huge rectangular water brush that overlaps with the edges of the pool/lake, as long as it fills the space you've "carved out", as it were?
A Huge Brush Covering Everything Is Fine.
#13872 posted by czg on 2014/06/23 16:40:42
Thanks!
#13873 posted by total_newbie on 2014/06/23 17:17:03
QUARK....
How the bloody hell do you remove mouse invert? And which evil bastard decided this should be the default behaviour for mouse look?!?!
Hold Mouse Upside Down
#13875 posted by RickyT33 on 2014/06/24 14:18:25
Install Trenchbroom
#13876 posted by ijed on 2014/06/24 14:38:54
Trenchbroom
can't yet make heretic 2 maps, the version of QED you get with the latest heretic 2 patch doesnt work properly. Plus I have no idea how to properly compile Heretic 2 maps outside of Quark (Spent a good few hours trying to compile manually with no luck)
Ironically the brushwork was mostly created in trenchbroom, I just opened 2 instances of quark and copied the brushes over.
#13870
#13878 posted by Breezeep_ on 2014/06/24 16:48:46
those are some good tips sock, but how am I supposed to learn how to do lighting properly?
#13879 posted by Rick on 2014/06/24 16:55:29
RoQ,
Make a small map and light it. Start the game and go look around in the map. Make notes of what looks good and what doesn't. Go back to the editor and change the stuff that didn't look good. Use sock's guide to go by.
As with most things, you learn by doing.
Another Newbie Question
#13880 posted by total_newbie on 2014/06/24 17:51:19
How does one make an exit trigger in TrenchBroom?
I created a brush big enough for the player to walk into, right-clicked on it, selected Create brush entity --> Trigger --> changelevel, but when I compile the map with hmap2 and play it, this brush is not there. Am I missing something? Are there certain settings I should change?
#13881 posted by Lunaran on 2014/06/24 17:53:03
There is a long phase at the end of a map's creation that's just tweaking some lights and rebuilding. Nature of the beast.
-onlyents is very nice to have at this phase.
Does Heretic2 have a different .map format or is it just different entities?
Also...
#13882 posted by total_newbie on 2014/06/24 19:59:03
... how does one create a set of doors that slide apart in TrenchBroom (instead of one panel that slides into the wall)? I've created two brushes and made them both doors, but they just slide together in the same direction. I guess there must be setting one can change somewhere, but am clueless as to what and where.
I hope this is the right thread for these absolute beginner questions...
You Have To
either "unlink" the doors by setting the entity flag as unlinked, or create a new key called "angle" and set them at opposite directions.
Thanks, That Did It
#13884 posted by total_newbie on 2014/06/24 20:12:22
I did both -- clicked "Don't link" for both doors and gave them both a new property called "angle", and made one "180".
Thank you so much!
Lights
#13885 posted by ijed on 2014/06/24 20:18:43
Try r_lightmap 1 - it can help you improve lighting without the textures getting in the way.
RE: Trying To Find Textures
#13886 posted by EARP on 2014/06/24 20:35:27
@RingofQuaddamage
https://www.quaddicted.com/files/wads/
Trying To Find Textures
#13862 posted by RingofQuaddamage [100.1.255.141] on 2014/06/22 16:19:30
Any good rock textures for quake?
#13887 posted by Lunaran on 2014/06/24 22:36:38
keep them linked if they're double doors, or they'll open separately if you stand in the right place
setting two different angles is all you need
Thanks, Lunaran
#13888 posted by total_newbie on 2014/06/24 23:43:31
Any idea what I'm doing wrong with the exit trigger (post #13880)?
You Need
#13889 posted by ijed on 2014/06/25 02:13:36
To point it at the next map - whatever.bsp or it'll not do anything. I can't remember what the key is called offhand.
Also, triggers are never visible and are only rectangles - so I big prism will still be a rectangle in game.
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