| 
		 I Did It #14519 posted by mfx  on 2014/10/28 15:38:14WARNING: Marksurfaces 32768 exceed normal engine max 32767
 hehe, nothing more.
 
		 ...and #14520 posted by mfx  on 2014/10/28 16:14:17After adding more geometry:
 ------ FinishBSPFile ------
 WriteBSPFile: maps\zer_1.bsp
 15012 planes       300240
 32592 vertexes     391104
 16573 nodes        397752
 23431 texinfo      937240
 26005 faces        520100
 26942 clipnodes    215536
 10200 leafs        285600
 32750 marksurfaces  65500
 116817 surfedges    467268
 62745 edges        250980
 106 textures    2015088
 lightdata         0
 visdata           0
 entdata       61566
 
 Skipped 147 surfaces
 Writing File Format : BSP29
 DivideWindingsOn : 0 / 0
 
 All is good.
 
		 BSP2 Support #14521 posted by Joel B  on 2014/10/28 16:48:35Quaddicted says that DarkPlaces, QuakeForge, and experimental builds of FTE support BSP2 (along with the latest QuakeSpasm). I know I used FTE to play Something Wicked a while back.  
		 WarrenM #14522 posted by RickyT33  on 2014/10/31 20:01:32You can scale up textures to reduce lightmaps.
 Anyone - does this work with the sky?
 
 If you have rocks or any hidden surfaces you can mak big savings.  Or completely 100% shadow areas in some places maybe too?
 
		 It Works With The Sky   
		 It Works With The Sky? #14524 posted by mfx  on 2014/10/31 20:24:01  
		 I Believe So Otherwise czg is a massive poo poo head for upscaling the sky in rub2m3.  
		
		#14526 posted by necros  on 2014/10/31 20:30:51i didn't think lightmaps are saved on the sky.
 i do it out of habit because older compilers would split the sky faces if you used a 1.0 scaled texture.  scaling the sky to 10x or whatever made the compiler split only when the max face size was reached.
 new compilers do this automatically though no matter what scale you use.
 
		 I Think They Are #14527 posted by ijed  on 2014/11/01 01:24:16I caused crashes on some old void maps in BSP1 a long time back by not scaling up the sky textures.
 Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.
 
		 Being A Tool #14528 posted by Preach  on 2014/11/01 02:41:25 Now I habitually scale trigger, skip, clip and sky brushes to texture size 666. 
 It seems like such an easy thing to get compilers to do automatically (apart from trigger), I'm surprised none of them do it. You could add a switch to turn the behaviour on if you were being cautious, but I'd personally vote for a switch to disable this feature were it to exist.
 
		
		#14529 posted by necros  on 2014/11/01 06:38:07
#define	TEX_SPECIAL	1		// sky or slime, no lightmap or 256 subdivision
 
 // some surfaces don't need lightmaps
 if (texinfo[f->texinfo].flags & TEX_SPECIAL)
 {
 // non-lit texture
 return;
 }
 
 
 in LightFace() (ltface.c)
 
		 Replacing Liquid/teleport Textures With Quark #14530 posted by ranger on 2014/11/02 01:40:27 I'm using quark to replace textures within BSPs and they've all worked,
but when i tried to replace a teleport texture, ingame the texture doesn't animate and appears odd
 
		
		#14531 posted by necros  on 2014/11/02 05:12:12does the texture name start with *?  it must, if you want it to have water properties.  
		 @necros #14532 posted by ranger on 2014/11/03 19:22:05 how do i make the texture start with "*" ?  
		 Open The Wad #14533 posted by ijed  on 2014/11/03 19:33:51In texmex and rename it.  
		 It's Here #14534 posted by ijed  on 2014/11/03 19:34:33 
		
		#14535 posted by necros  on 2014/11/03 19:43:31hmm, i thought you used to be able to do that in quark, sorry.  
		
		#14536 posted by necros  on 2014/11/03 19:44:10oh you can!
 when you have the texture wad loaded in quark, click the + to expand all the items.  you can slow double click or press F2 to rename textures that way.
 
		
		#14537 posted by JneeraZ  on 2014/11/04 14:02:18Let's say you have an FGD ... is there a way to default a value for something like "delay" to "5" if it's set up as a choice field?
 delay(choices) : "Attenuation" =
 [
 0 : "Linear falloff (Default)"
 1 : "Inverse distance falloff"
 2 : "Inverse distance squared"
 3 : "No falloff"
 4 : "Local minlight"
 5 : "Inverse distance squared B"
 ]
 
 That would save me some time ...
 
		 Yes #14538 posted by ijed  on 2014/11/04 14:14:30
worldtype(choices) : "Ambience" : 0 =
 [
 0 : "Medieval"
 1 : "Metal (runic)"
 2 : "Base"
 ]
 
 
 That 0 sets the default.
 
		 Worldtype #14539 posted by ranger on 2014/11/04 14:16:08 what is worldtype?  
		
		#14540 posted by JneeraZ  on 2014/11/04 14:16:38I love you with mouth.  THANK YOU!  
		 Np #14541 posted by ijed  on 2014/11/04 14:18:18Also, world type sets the key style to be used.
 I think that's all though.
 
		 One Caveat Though #14542 posted by czg  on 2014/11/04 14:59:40I'm not sure if there's logic to handle this, but I think if you set a default value and don't change it, the editor will not write it to the map file, and if the fgd default is different from the actual default, you'll get the wrong result.  
		
		#14543 posted by czg  on 2014/11/04 15:02:13So in this case with the lights, the editor will not write out "delay" "5" on any lights, because it sees they're the default value and what's the point of writing a default value.  |