#122 posted by JneeraZ on 2015/07/31 20:38:32
I like Necros' UI ... I just like the old school feel of the batch file. Like I said, sickness.
#123 posted by JneeraZ on 2015/07/31 20:38:56
Or Negkes. One of those N people.
 Necros Compiler
is something that I wish I could use for other id tech games. but sadly I can't seem to get it to work for anything other than q1.
 DLC?
#125 posted by adib on 2015/07/31 23:06:08
What goes on a map jam DLC?
Also, anyone else think "my pajamas" while saying map jams?
Sorry.
#126 posted by ma†echa on 2015/07/31 23:32:34
hehe, WarrenM, since Im mapping on OS X I just have the commands separated by semicolon, so it compiles/lights the map and copies it to QuakeSpasm/id1/maps . Launching QuakeSpasm is a single click, and I have +map argument already pre-filled .. boom!
 Late WIP Screen
#127 posted by ShoTro on 2015/08/01 00:03:56
I started over. This is my progress with a new map during my lunch breaks.
https://www.dropbox.com/s/dvcqytcnk66fvzz/QuakeJam_WIP_2.jpg?dl=0
Nothing too impressive, but I am getting things done and feeling pretty good about the results even if things will be a bit more blocky then I wanted initially, but I am already 1/4 the way through it on two lunch breaks and 3 hours this evening.
#128 posted by necros on 2015/08/01 04:21:39
Looks like you guys were right, this map is probably not going to compile
compile....
Time q3bsp? Or just give up.... :P
 Necros Broken Quake....
#129 posted by Shambler on 2015/08/01 11:21:49
...again. *SIGH*
Can you trim it down at all?
 .....
#130 posted by ionous on 2015/08/01 12:21:16
#131 posted by JneeraZ on 2015/08/01 12:33:26
"Dink. streaming. whatever "
This seems promising...
 Necros
#132 posted by Kinn on 2015/08/01 13:35:40
Looks like you guys were right, this map is probably not going to compile
compile....
Time q3bsp? Or just give up.... :P
Get the q3bsp ball rolling! If enough people start doing it, it will become a thing.
Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.
#134 posted by Kinn on 2015/08/01 14:38:20
The engine Hitlers have spoken.
#135 posted by necros on 2015/08/01 15:29:21
Ehh, then I'll just release it later as standalone.
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer
Oh well, Goodluck to everyone!
 Do You Want A Total Conversion?
#136 posted by mfx on 2015/08/01 15:29:23
#137 posted by Kinn on 2015/08/01 16:24:13
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer
Lack of lightstyles is totally a price worth paying.
 Questions
*firecoal and *hotslag don't start with *lava and are therefore treated as water. They don't hurt when you fall in, in Quakespasm. Am I missing something?
Is the "skip" texturename the same as caulk when making a q3 map? What I mean to say is, will it be a removed face and improve performance in the exact same manner as caulk? Also, is there a texturename to make a brush invisible and not fire-through-able -- if you get my drift. Clip allows one to fire through it.
#139 posted by negke on 2015/08/01 20:13:09
The liquid properties are connected to the texture name, so you need to rename them, include "lava" in the title.
Skip in Quake is not like caulk. It just creates a solid invisible face/brush, without affecting the performance. Requires a compiler that supports it or an additional tool to remove the skip surfaces from the bsp. Note that in Darkplaces, monsters will see the player through 'skipped' surfaces.
This wad has fixed versions of *firecoal and *hotslag.
Also, is there a texturename to make a brush invisible and not fire-through-able
This is skip.
So then, skip textures aren't optimised out by the compiler? So I can save a great deal of time by just selecting a brush and applying the same texture to every side? Seems wrong.
#142 posted by necros on 2015/08/01 21:17:09
the compiler removes faces outside of the map. in fact, from what I understand, it has never been necessary to put caulk/skip on the outside of brushes because all engine compilers remove those faces anyway.
it is more for removing faces that are necessary to seal the map, but that the player can never see, or for structural geometry hidden behind meshes.
#143 posted by ericw on 2015/08/01 21:19:52
Having regular non-skip textures facing the void, touching or intersecting other brushes is totally fine, all of those will be optimized out by qbsp.
IMO skip is good if you need it for some special effect, but it's probably rare that it's important for optimization.
 Going To Start Streaming Soon
#144 posted by ionous on 2015/08/01 21:20:21
This time with slightly more sobriety.
http://www.twitch.tv/ionous
 Q3map2 Lightstyles
#145 posted by killpixel on 2015/08/02 02:24:00
 SUNDAY ROLL CALL
#146 posted by DaZ on 2015/08/02 18:12:58
It's ROLL CALL time once again! Post your wip images here and leave feedback for other designers!
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