#1404 posted by negke on 2014/08/13 09:25:08
This proves once more that SleepwalkR is but a giant troll. Being able to create nice curves and angled architecture used to be a real skill; in TB you just press rotate and it's done. Even the greatest noobs like skacky and mfx can now pull things off. Disappointing.
Looks Great.
Anytime I try anything so crazy in TB ends with me getting some wandering vertices and stuff and the next time I load up the map it turns into my worst nightmare of fixing.
Unless nightmare time has been fixed?
Necros
#1406 posted by mfx on 2014/08/13 10:04:28
This looks great!
With the geometry inside this ring, is it possible now to compile it with "vanilla" qbsp?
(without max_windings raised?)
That's My Secret Plan
Making Quake editing easy ;-)
#1408 posted by anonymous user on 2014/08/13 14:29:17
hipshot: yep, all rotation. you can set the origin of the rotation in TB2, so I move that into the center of the ring and set the rotation angle to 11.25 and rotate as I paste copies.
I simplified a bit of course, there is some preparation:
First you build the section a little wider than it should be.
Then you make two copies and rotate them to both sides of the original.
Next, use clipping to remove excess brushwork so there is no of very little overlap.
Now, delete the two extra copies and you can start copying the original again.
mfx: no clue... haven't switched back from rebb's compiler since you mentioned it last time. i would suspect no, though, because when I check this out with r_drawflat and r_showtris, I can see some faces have absolutely tons of edges...
Tons Of Edges?
What do you mean?
#1410 posted by necros on 2014/08/13 15:58:43
It's a product of the compilation process, not the editor. :)
Essentially, all the rotated stuff creates so many intersections with the floor that you end up with faces that have large numbers of edges.
You can see this when you turn on both r_drawflat and r_showtris: you find a surface that shares the same colour which is 1 face, and then count all the edges from showtris.
#1411 posted by Lunaran on 2014/08/13 16:32:19
other editors have rotate functions, too. always had. there's more reasons than the editor that people usually don't try that, like the near 100% likelihood of point on plane or winding errors and the heinously messy geometry that results.
#1412 posted by necros on 2014/08/14 00:56:22
mfx: I checked and this map does compile with normal compilers. the map where I was getting this error was a much crazier map that I was using for testing.
With the added brushwork on the ground, there are now extra splits on the faces which reduce the number of edges on each face.
I suspect that if I started seeing winding errors, I could just easily go into areas with that kind of problem and force qbsp to split those faces either by offsetting textures a small amount or by placing brushwork in the middle to cause intersections.
Yup
#1413 posted by mfx on 2014/08/14 06:43:56
thanks for checking necros. i was asuming the same.
Someone Made TB1 Work With Quake 2 -
That's Cool!
Thanks for posting, fifth!
#1416 posted by Hipshot on 2014/08/18 22:54:38
Uh... Why do I keep getting this?
Unloading existing map file and textures...
Loading file D:\Games\Games\Quake\id1\maps\test3.map
Assuming floating point plane coordinates
Malformed map file: expected token of type string, but found integer number at line 6, column 51
Loaded map file in 0.003000 seconds
Even in the autosave map?
Well
What's at line 6 in the map file?
Yeah
#1418 posted by ijed on 2014/08/18 23:26:34
Open it up in a text editor - but I suspect you've got a texture with a numerical only name.
Well 2.0
#1419 posted by Hipshot on 2014/08/18 23:31:18
{
"spawnflags" "0"
"classname" "worldspawn"
"wad" "D:\Games\Games\Quake\id1\t2.wad;D:\Games\Games\Quake\id1\quake101.wad"
{
( 352 -272 256 ) ( 352 -272 -0 ) ( 224 -272 256 ) 2 -0 -0 -0 1 1
( 224 -272 256 ) ( 224 -272 -0 ) ( 224 -176 256 ) 2 -16 -0 -0 1 1
( 352 -272 -0 ) ( 352 -144 -0 ) ( 224 -272 -0 ) 2 -0 16 -0 1 1
( 352 -144 256 ) ( 224 -176 256 ) ( 352 -144 -0 ) 2 -0 -0 -0 1 1
( 352 -144 256 ) ( 352 -144 -0 ) ( 352 -272 256 ) 2 -16 -0 -0 1 1
( 352 -272 256 ) ( 224 -272 256 ) ( 352 -144 256 ) 2 -0 16 -0 1 1
( 224 -208 -0 ) ( 352 -144 -0 ) ( 224 -176 256 ) 2 -0 -0 -0 1 1
#1420 posted by Hipshot on 2014/08/18 23:31:57
Yes I do, I named my tex 1 2 3 just for testing, that's bad in Q1?
1.wad
Is that in the file, or just func formatting?
Or That
Yes, rename the textures.
Texture Names Containing Only Numbers
cause TB1 to go balls up. No idea if qbsp will handle them fine, but TB1 doesn't like it.
#1424 posted by Hipshot on 2014/08/19 13:49:01
One thing I find quiet annoying, when I create a new brush, it's spaced away from the camera, so it can go below or to close to the camera if I'm far away from where I want it. Maybe there's already a setting for it, but can't brushes just appear "on" the brush you aim at when you create one?
Hmm
When you draw a brush, TB will position it on the face which was under the mouse when you started dragging. Brushes are created on the XY plane by default, but you can change the height of the brush by hold the Alt key during the drag.
Or maybe I didn't understand what you mean?
#1426 posted by anonymous user on 2014/08/19 22:06:03
i've been meaning to create an issue for this, but sometimes the brush goes inside the surface...
^ God Damnit
#1427 posted by necros on 2014/08/19 22:06:24
#1428 posted by necros on 2014/08/19 22:07:59
actually, while i'm here, just dumping something so i remember... shortcut to make new brush appear snapped to face that would normally be moved (ie: face under cursor or face linked to the zone when face is not pointing toward camera)
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