#14739 posted by JneeraZ on 2015/01/17 19:42:40
*high five*
#14740 posted by Lunaran on 2015/01/17 20:01:13
You can hack the bounds in the .mdl without touching anything else and include the modified file. Probably could do it in a hex editor if you knew exactly what bytes to modify (although that's theoretically true of anything). You'd then need a whole new monster in progs for that model, though, to change the ai_forward distances, bounding box, eye offset, etc.
the better question is why in sam hell would you
Madfox
#14741 posted by ericw on 2015/01/17 20:08:48
AFAIK, vis ignores submodels, so as long as the func_wall looks good after qbsp, it should be safe after a vis too. The main problem with complex func_walls is they render slowly in some engines (qs 0.90.0 has a fix for this, fitz 0.85 would be slow.)
If the HOMs only appeared after vising, maybe func_detail will do the trick without the performance variability across engines of func_wall.
Re: .mdl Haxxoring
#14742 posted by Kinn on 2015/01/17 20:12:55
You can hack the bounds in the .mdl
A quick goosey gander at the .mdl specs show a number of things that may or may not need to be haxxored, including...
vec3_t scale; // Model scale factors.
scalar_t radius; // Model bounding radius.
scalar_t size; // average size of triangles
I don't know much about these.
I'm guessing scale is the important one - is everything else normalised, or are they absolute values and need to be changed also?
Shame
#14743 posted by Spirit on 2015/01/17 20:14:52
It would be fun as hell to have monsters in random sizes or have them increase in size until they burst.
Spirit = Andrew Dobson, Confirmed
Switch Between Models During Animation?
#14745 posted by ericw on 2015/01/17 20:21:41
Would that work, assuming all of the mdl's are precached at the start?
#14741
#14746 posted by madfox on 2015/01/17 21:57:15
@-ericw The hom appears after fastvis also, so it is probably a combination of other brushes.
Exporting it appart doesn't show any problems,
that's what makes searching so hard.
After turning it into a funk_wall fastvis gives a clean picture,
but with 150h realvis ahead I just want to make sure.
@-Ijed detailed brushes, is that a new func?
Madfox
#14747 posted by mfx on 2015/01/17 22:37:19
Detail brushes aren�t considered when qbsp builds the portals in your map. The portals are in the vis process afterwards. (its the .prt file that qbsp writes) So less portals, less vis times.
Comprendre?
My last map has 75K Marksurfaces, but its vised in under two hours;)
Sorry For Being So Noob
#14748 posted by madfox on 2015/01/17 23:43:41
How do I obtain detail brushes?
Is it the same as func_wall?
Do clip brushes have the same function as they hide structeral brushes?
Yes
#14749 posted by anonymous user on 2015/01/18 00:16:27
use them like func_wall, newer .fgds/.defs include them already.
Dont seal your map with func_detail brushes!
Or think like: "if i cut out all details, my map must still be sealed/not leak!"
Clip brushes are too cover surface irregularities(floor tiles that are detailed for example, or detailed structures that the player wont reach any way.
Use them like this:
http://imgur.com/55rdfKL
All those red clipping brushes hide pipes (with lots of faces) inside.
The number of clinodes(check qbsp output) is the one that is reduced by excessive use of clip brushes.
Haha
#14750 posted by anonymous user on 2015/01/18 00:17:41
thats an old QuArK screenshot btw..
Your normal walls should stay as normal brushes but brushes which are generally there for purely aesthetic reasons should be turned into func_detail (for example, pillars in the middle of rooms, things like furniture, wall torches holding flames, crates etc)
Clinodes = Clipnodes
#14752 posted by anonymous user on 2015/01/18 00:19:57
i should use the edit function that isnt there.
Madfox
#14753 posted by ericw on 2015/01/18 02:40:12
Here are some links about func_detail in the source engine, but I think they pretty much work the same in Quake. (requires tyrutils or rebb's tools)
https://developer.valvesoftware.com/wiki/Func_detail
"Any brush which doesn't significantly block the player's view should probably be detail"
http://rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail
Right, Thanks
#14754 posted by madfox on 2015/01/18 04:08:36
The developper mode shows what happens with real vis,
by not drawing all the lines behind the frontview.
Does light.exe effect on func_wall
or do they just stay unaffected?
Func_wall
#14755 posted by ericw on 2015/01/18 04:30:28
Normally they are lit like regular world brushwork, except don't cast shadows onto the world.
With tyrutils you can set the key/value "_shadow" "1" on a func_wall to make it cast shadows on the world too.
#14756 posted by JneeraZ on 2015/01/18 12:45:03
Madfox - Don't get confused. func_wall and func_detail are not the same thing, AFAIK. func_detail is cheaper.
Yes
#14757 posted by ijed on 2015/01/18 13:48:13
func_detail Are not entities - they become world brushes during the compile process.
Also
#14758 posted by Kinn on 2015/01/18 14:35:37
In quake, unlike in say Q3 and HL2, detail brushes still chop up the rest of the world polys, so bear that in mind when butting random brushes at random orientations into random terrain.
AH..,
#14759 posted by madfox on 2015/01/18 22:49:45
found the last compilers & beating the maxsurfaces 32768 limb.
A Path Corner Causing Leak...
Having a weird issue. I'm using a func_train w/ path_corners to have the ceiling come down to crush the player.
But as it's constructed I need to have the func_corners half-outside the map which the compiler sees as a leak.
Any ideas? Can I alter the pivots of func_trains?
Here's a pic of the corner causing headaches http://imgur.com/2gkM4yj
#14761 posted by metlslime on 2015/01/20 18:20:12
add a solid brush that fully encapsulates each path corner that is out in the void.
#14762 posted by metlslime on 2015/01/20 18:21:03
ah, now i looked at the picture.
Just extend the floor and walls so that the area around the path corner is fully solid.
Maybe I've should've tried that :)
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