#14475 posted by Lunaran on 2014/10/07 03:25:00
Yeah, I specifically searched the source for "skill == 3" before posting that. I was thinking something like what necros said but I couldn't figure out how I'd exploit it on an entity.
#14476 posted by negke on 2014/10/07 08:01:42
As if Preach's on-demand mentality for revealing hacks wasn't bad enough, now he's even teasing us with it!
Ahh
#14477 posted by Preach on 2014/10/07 20:22:08
Awesome
#14478 posted by stoo on 2014/10/07 20:57:36
That's an awesome post, Preach. Really detailed, explains the whole hack thoroughly and ties it up in a neat package.
Much appreciated!
I WIN NOTHING
#14479 posted by Lunaran on 2014/10/08 01:35:34
Radiant In Windows 8.1
#14480 posted by AcidicVoid on 2014/10/20 19:44:37
Hi. Short question:
Is there any Quake 1 compatible version of Radiant that works properly in Windows 8.1?
I can't get any of the available versions to work. I 've tried everything...
Strange Lighting Issue
#14481 posted by killpixel on 2014/10/22 06:02:19
I've made a post about this over at quake3world because this project is q3map2. However, I remember seeing this in Cartographer's Nightmare and how I banged my head against the wall for hours trying to figure it out.
The issue is that even though a light is placed in the very center of a symmetrical room some shadows are asymmetric. Take a look here in q3map2 and here in bsp29.
It's driving me nuts. Anyone know what's going on here?
How Come TB Says This Brush Is Invalid?
How Come TB Says This Brush Is Invalid?
#14484 posted by Spike on 2014/10/23 04:48:05
( -624 -352 200 ) ( -624 -672 200 ) ( -624 -352 -200 ) rock5_2 -61.3333 -40 -0 1.5 1.5
two verticies of a plane are in the same position, meaning the normal of the plane cannot be determined. essentually this results in infinite possibilities, which is something that software tends to dislike.
otherwise known as a degenerate triangle.
No They Aren't
#14485 posted by SleepwalkR on 2014/10/23 07:55:50
It must be something else. I'll have a look tonight.
#14486 posted by JneeraZ on 2014/10/23 13:44:47
Yeah, you missed a negative sign there Spike. :)
#14487 posted by Spike on 2014/10/26 23:25:57
Pff, everyone is always focusing on the negatives nowadays!
Help!
#14488 posted by mfx on 2014/10/27 04:16:05
How big in size can a func_door be?
How many brushes can a func_door consist of?
Can i move those out of world, and back in? (Not out of bounds)
I can�t get a pretty big door to work properly.
Using QS. And zer progs.
Thanks!
#14489 posted by JneeraZ on 2014/10/27 12:33:41
#14490 posted by JneeraZ on 2014/10/27 12:34:26
Why in the WORLD would there be a limit of 64 lightmaps? I'd expect that limit to be jacked up somewhere near 64,000 or so.
#14491 posted by Spirit on 2014/10/27 12:54:12
That is just a warning that stock engines won't support it. Quakespasm and others can handle that!
#14492 posted by Spirit on 2014/10/27 12:54:39
I'ev been deceived of that wording before.
#14493 posted by JneeraZ on 2014/10/27 13:28:49
OK ... it seemed bad because the level was black after I saw it. Like it gave up on lightmaps. But then lighting was back on the next rebuild ... Oh Quake!!
#14494 posted by JneeraZ on 2014/10/27 14:38:40
So ... to ping the crowd ... QBSP runs, LIGHT runs ... the map loads into Quake and is black.
Any thoughts? I already tried being confused and saying, "What the fuck?", a lot.
It Sounds Like
#14495 posted by ijed on 2014/10/27 14:55:43
Light just failed... to state the obvious, check the light log.
Aside from that I don't know of anything that will kill all lights apart from qc.
Does it kill all lights or some/most of them?
#14496 posted by JneeraZ on 2014/10/27 14:59:35
All ... the level is just black. LIGHT gets to 100%, no errors. It's weird. I imagine, like most Quake errors, if I keep working on the level it will fix itself somehow. :P
#14497 posted by JneeraZ on 2014/10/27 15:01:58
---- light / TyrUtils v0.14 ----
extra 2x2 sampling enabled
running with 32 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
179 entities read, 142 are lights.
WARNING: entity at (0 0 0) (func_door) has unmatched target (Arena_Church)
0....1....2....3....4....5....6....7....8....9....
#14498 posted by JneeraZ on 2014/10/27 15:19:18
FFS, as predicted ... added more brushes, kept working, lighting is back.
Sorry for spam!
Do You Mind The Lit. File?
#14499 posted by mfx on 2014/10/27 15:35:14
just sayin..
Maybe update that as well when c/ping?
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