#14607 posted by JneeraZ on 2015/01/04 17:09:48
Outside of secret doors, no. Everything moves in a linear fashion from A to B. func_trains are the only option for anything fancier.
#14608 posted by quaketree on 2015/01/05 04:37:51
Func_train and func_path are what you will need to do. Group the brushes that you want to use into one object then give it a func_tran attribute. From there place a func_path at each point where you either want it to turn or want it to wait.
Keep in mind that odd shaped platforms may need some tweaking with the func_paths to keep the platform from disappearing into walls or whatever. The func_train is also just like a func_wall in many respects (no shadows cast by the train platform itself for example) and that whatever shadows fall on it when it spawns into the world will always be on it so be careful about where you start it off from so that it has the right lighting cast on it from the start.
Danget Map Limits!
#14609 posted by Skiffy on 2015/01/10 15:44:13
I thought I saved it but I know some helpful person on this forum made a map for quake1 that was the maximum size possible that you could load up in any editor to check if your level was outside the world limits. Anyone know where that link is? :)
Max Map...
http://www.quaketastic.com/files/single_player/maps/hugemap.zip
This is the maximum size map you can make for standard bsp quake.
+-4096
#14611 posted by rebb on 2015/01/10 17:18:13
4096 units in each direction is pretty much the limit, afaik.
Radiant On Windows 8.1
#14612 posted by Shambler on 2015/01/10 21:14:59
Radiant On Windows 8.1 [EDIT]
Posted by AcidicVoid [109.91.58.71] on 2015/01/10 17:25:50
I was wondering if there is a version of Radiant for Quake 1, which runs on Windows 8.1.
I have already tried several versions, but neither GtkRadiant nor netRadiant software runs under Windows 8.1.
Can someone help me with this problem ?
#1 posted by Lunaran [99.112.162.57] on 2015/01/10 18:51:34
Have you tried Radiant 202? It was the last MFC build before the dark times. You'll have to do some gymnastics with texture folders and sleepwalkr's mapconv.exe to use it for quake1 but once you've set it up it becomes an invisible part of the process.
sikkpin also updated the original QE quite a bit, and that's still MFC so it might also be adequately windows future-proof. Works great on 7, at least, and it's what I use. Harder to find, but still essentially Radiant.
#2 posted by AcidicVoid [109.91.58.71] on 2015/01/10 19:51:13
Nope. I can't install the 202 on Windows 8.1.
The installer won't start.
Radiant On Windows 8.1
#14613 posted by AcidicVoid on 2015/01/10 22:25:24
I managed it to install version 202 on Windows 8.1 but it seems just to work for Quakw 2 and 3.
Classic Radiant
#14614 posted by SleepwalkR on 2015/01/10 22:56:49
Sorry ;-)
#14615 posted by JneeraZ on 2015/01/10 23:32:22
I imagine the reliance on MFC is part of the problem. Talk about an albatross. :)
Tyrutils
#14616 posted by ericw on 2015/01/10 23:37:01
Dunno if it helps, but tyrutils qbsp can apparently read q2 mao format, so that could save an extra conversion step
DERAIL
#14617 posted by Lunaran on 2015/01/11 01:25:46
MFC is just a wrapper for the windows API, I thought? What makes it so awful to use?
EDIT
googled "MFC sucks," 632,000 results
http://www.jvoegele.com/software/mfcbeef.html
#14618 posted by JneeraZ on 2015/01/11 06:08:23
Haha, yeah. Also, it's dead (as in Micrsoft is no longer supporting it) so newer versions of Windows are going to have shittier and shittier support for it.
Latest Netradiant Works Fine For Me (windows 8.1)
#14619 posted by Kinn on 2015/01/11 16:32:40
You can grab the latest NetRadiant here: http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe
I have no problems using it in windows 8.1
That's Not The Latest Version
#14620 posted by negke on 2015/01/11 16:45:40
Well Bugger Me With A Bargepole
#14621 posted by Kinn on 2015/01/11 17:15:24
ok fair enough
Classic Radiant ;-)
#14622 posted by SleepwalkR on 2015/01/11 17:19:08
Ok
#14623 posted by Kinn on 2015/01/11 17:21:57
Well, the actual newest netradiant version (posted by negke) also seems to work fine on my windows 8.1
However they still haven't fixed the fucking clipper (it doesn't draw the 1,2,3 numbers on clip points) since it broke years ago.
Radiant On Windows 8.1
#14624 posted by AcidicVoid on 2015/01/11 18:20:33
The linked version (http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe) doesn't work for me.
I still get this: https://i.imgur.com/DwU4XQr.jpg
Usually nothing happens afterwards.
Sometimes it starts but crashes after a short while.
AcidicVoid
#14625 posted by Kinn on 2015/01/11 20:06:05
I think it hangs like that for a long time when you start it up for the first time.
Have you tried just letting it sit like that for a bit?
After the first time, it should start up normally.
Oh Just Read Your Second Sentence
#14626 posted by Kinn on 2015/01/11 20:07:10
well, if you do wait until it starts, but it then crashes, then I dunno.
#14627 posted by AcidicVoid on 2015/01/11 20:19:36
Sometimes it seems to work but the 3D viewport and some hotkeys keep glitching.
I can't find the problem...
Smooth Shading On Terrain And Rocks Like Arghrad?
#14628 posted by Skiffy on 2015/01/12 10:28:50
Any of the LIGHT.exe tool developers planning on adding "smooth" "phong" shading support to their compilers? Light smoothing / samples and widening angle doe do a lot but I would like to have a little more control in that regard. Smooth shading 8 sided pipes for example would be nice :)
Please correct me if this is TOTALY in the wrong thread. Apologies ahead of time if it is.
Thanks!
#14629 posted by Lunaran on 2015/01/12 16:33:31
How would you control it? If you just set a level-wide smoothing angle you'd get smoothing all over the place and not just on your pipes. It was easy for Arghrad in Quake2 because you could set per-surface light values, and the hack was that if you set a value but didn't check the 'emits light' flag it would treat the number like a smoothing group. Since Quake has no such thing, that would basically mean using either texture prefixes or something like func_smooth, which both sound kind of awful.
Well
#14630 posted by Kinn on 2015/01/12 16:46:37
I was thinking not a seperate func, but a key/value that works on any func - like a _smooth property
To use on world geo, you'd put your chunk of world geo in a func_group, or a func_detail I guess.
Lunaran:
#14631 posted by metlslime on 2015/01/12 17:04:57
actually specifying per-surface values was pretty awful so i wouldn't mind having using a func_group (or func_smooth) instead. Sure it would be less flexible (can't mix smooth and hard on the same brush) but it would be much faster to set/verify which brushes will be smoothed.
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