Another Option
#14225 posted by Preach on 2014/08/18 11:45:40
You can also use QME for this kind of conversion:
http://tomeofpreach.wordpress.com/2012/12/31/in-defence-of-qme/
It's a bit of an extra hassle to have to mock up a model with the correct texture size and import/export a skin. The advantage is you gain a bit more fine control - you can choose which rows of the quake palette the fullbrights are allowed to remap to. This makes it best for when the standard conversion is coming out a bit wonky - as a fallback for stranger textures.
Massive Slowdowns On My Map
#14226 posted by Daya on 2014/08/18 17:32:35
So after getting rid of that compiling problem, another problem went back:
In Darkplaces, it is massive slowdowns with flashing polygons. In Quakespasm, it's just massive slowdowns.
How can this be? Is it because of the skybox that is too big or something else?
Despite Deleting All The Brushes Except The Skybox
#14227 posted by Daya on 2014/08/19 01:22:24
The vis compiler still doesn't want to work.
I tried making just a floor with sky textures as walls and cieling with a light in the middle, it worked perfectly.
I just don't know anymore.
#14228 posted by ptoing on 2014/08/19 02:20:35
Maybe you could upload the .map file so other people can have a look?
Sounds Like...
#14229 posted by quaketree on 2014/08/19 07:40:01
a leak somewhere. A quick way to check is to surround the entire level in a simple box (essentially what you did when it worked just fine). If the vis process starts then that's probably the culprit. Note you don't need or want to let the vis keep going, it's just a quick check. From there you need to get rid of the box surrounding the level and hunt down the leak. Often it's a micro-leak introduced from complex geometry.
There will be a .pts file generated by the BSP software that will point to the leak. Most editors (you didn't mention which one that you use) will load that up and tell you where the leak(s) are. You will probably have to copy the .pts file from the \map folder (where the mapname.bsp is) to wherever your work is being saved (where the mapname.map or mapname.rmf or whatever is) in order to use it.
Editing ID Stock Textures?
#14230 posted by Hipshot on 2014/08/19 09:01:38
If I edit and/or incorporates iD stock textures to fit my needs in the level, is that considered ok? Like now, I need to put vines on a door, since Q1 doesn't feature any transparency, that means that I need to take the stock door and add the vines and make a new texture out of it.
I will redistribute the textures later on, however I will ofc say that some of them are modded id textures.
#14231 posted by metlslime on 2014/08/19 09:04:38
it's been done many times before, so i think it's fine, but of course, you can't really license your modified textures to other people in any official way. But they can pretty much use them in their own quake projects as they wish to.
Since We Are Talking Legal Stuff
#14232 posted by Spirit on 2014/08/19 09:44:56
Please don't include nonsense like "don't put this map on a CD" in your readmes.
#14233 posted by Hipshot on 2014/08/19 09:55:41
Maybe it should add that cd-thing just because It's quake1... like it was back in the days.
#14234 posted by Spirit on 2014/08/19 10:10:30
I sometimes get requests to send people in third-world-internet countries a copy of the Quaddicted archives. Paragraphs like that disallow me from doing that which sounds against the intention of the author.
How About...
#14235 posted by metlslime on 2014/08/19 10:10:58
sending it on a DVD, since they only forbid CDs?
#14236 posted by Spirit on 2014/08/19 10:16:23
That's funny but I hope you got my point.
Here's The Link Of My Messed Up Map
#14237 posted by Daya on 2014/08/19 10:17:18
http://www.mediafire.com/download/ixg2fsta44jg0f9/gravelfuck.rar
Note that I've tried to remove every brush except the skybox (which I was sure didn't had any leaks) and the vis still didn't wanted to work.
At A Glance
#14238 posted by czg on 2014/08/19 13:46:21
Delete the sky box, build proper "sky walls" as you called it, clean up your brushwork, remove entities from the outside so it will be filled.
Spirit
#14239 posted by negke on 2014/08/19 14:48:09
I think it's pretty clear such statements refer to commerical use.
#14240 posted by JneeraZ on 2014/08/19 15:35:58
Beyond that ... Are lines in a read me.txt file legally binding? Doubtful.
#14241 posted by Lunaran on 2014/08/19 16:04:00
I remember seeing a readme that specifically said "Head Games may not do anything with this file."
As far as legally binding, is it any more legally binding than copypasting the MIT or GPL licenses into your readme? It's just text you're hoping will enforce your wishes once you utterly relinquish physical control of your work. Enforceability is the problem. What closet mapper with a day job and a kid is going to try to go to court over commercial exploitation of UNDRDARK.WAD?
Re: Hipshot
#14242 posted by Lunaran on 2014/08/19 16:08:02
Speaking of unenforceability, Quake maps have been distributed for decades with id content, Hipnotic content, Rogue content, content from Hexen 1/2, content from Heretic 1/2, content from Quake 2 and 3, content from Blood ... just do whatever you want, nobody pays attention to us. :)
#14243 posted by Hipshot on 2014/08/19 16:55:32
Can I deduct ammo at start or remove the SG somehow? I'm sure there's no SG item in Q1 though, except for the Double...
Enjoy!
#14244 posted by Spirit on 2014/08/19 17:30:46
There's A Trick To Remove Ammo... But Here's A Map File
https://www.dropbox.com/s/1l7ger0rlu1svwq/ammoremove.map
You can put the spawn point over either group of brushes, one will remove just the shells and the other will remove all the guns.
#14246 posted by total_newbie on 2014/08/19 18:22:30
Ha, I asked about the exact same thing on this thread about a month and a half ago, so that .map file will be useful for me too. Thanks, FifthElephant.
So at least two people are actively working on maps where the player starts with just the axe ... only I guess Hipshot's map will be done before the end of this decade and will probably not suck. The same cannot be said for mine.
#14247 posted by Lunaran on 2014/08/19 20:12:25
So at least two people are actively working on maps where the player starts with just the axe
well i was also (in an arabian style no less) but maybe i'll just go jump off a bridge
I've Got One
#14248 posted by ijed on 2014/08/19 20:14:40
Where the player has no axe, or legs when they start.
Me Too
In plans.
Removing the Axe and the SG from the loadout lets you do some creative things to the usual weapon progression.
|