Errr
#14783 posted by Kinn on 2015/01/22 18:00:11
I thought Tyrann's tools handled brush models made with clip brushes?
#14784 posted by metlslime on 2015/01/22 18:02:38
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.
By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then.
#14785 posted by Kinn on 2015/01/22 18:04:26
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model
Fixed in TyrUtils apparently.
Awesome Thanks
#14786 posted by Rapowke on 2015/01/22 18:04:39
but now they show up ingame with the skip texture, how do i prevent that?
#14787 posted by Kinn on 2015/01/22 18:06:05
What compiler are you using?
#14788 posted by Rapowke on 2015/01/22 18:07:29
ne_q1sp with txqbsp
Txqbsp
#14789 posted by Kinn on 2015/01/22 18:11:26
I have no idea if that supports skip brushes. Try Tyrann's tools first. They are the most up-to-date, and most fully-featured.
#14790 posted by metlslime on 2015/01/22 18:12:27
you can also run newskip.exe after running any version of qbsp, to hide the skip brushes. But there are qbsp versions that do it automatically.
Thanks Again
#14791 posted by Rapowke on 2015/01/22 18:26:07
that did the job
Antivirus
#14792 posted by RickyT33 on 2015/01/23 20:58:39
M.S.E.
.
#14793 posted by anonymous user on 2015/01/24 03:16:01
Tyranns tools are pretty old compared to he newest tx_qbspxt versions.
Not to mention they are some dimensions slower.
Dimensions?
#14794 posted by mfx on 2015/01/24 04:49:58
What are you talking about?
Both are fast, as to say they both take only seconds even on a map with 12000 brushes.
Seconds May Be A Bit Too Optimistic
#14795 posted by negke on 2015/01/24 09:46:41
Just wanted to do a back to back test on bbin1. XT takes about two minutes iirc; tyrqbsp crashes...
#14796 posted by JneeraZ on 2015/01/24 11:06:28
Yeah, The Hell That's Coming was a few minutes worth of QBSP time ... all those portal errors add up. :)
Is It Bsp2 Or Bsp?
#14797 posted by Spirit on 2015/01/24 11:19:01
8m30s for tyr vs 1m14s for txqbsp_xt.exe in wine.
Huh!
#14798 posted by Spirit on 2015/01/24 11:21:41
and tyr's used more of everything in the WriteBSP table. Up to 30% more clipnodes and 10% more vertices, marksurfaces.
I Stand Corrected
#14799 posted by mfx on 2015/01/24 11:35:41
Same here, the splitting txqbsp_xt does seems to be more efficient than i thought.
And its faster, yes.
Gtk-based Editors
#14800 posted by Geoffrey Darcy on 2015/01/28 18:46:46
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days?
NetRadiant Imho
#14801 posted by Zwiffle on 2015/01/28 19:35:20
I'm a fan of netradiant. It's not perfect, and I'm not even sure anyone is still working on it, but it feels very solid. I did have to remap all the hotkeys in the latest version though to get it how I like it.
Netradiant
#14802 posted by Geoffrey Darcy on 2015/01/28 19:50:16
Right, that's what I was using - I thought it seemed a bit on the buggy side in windows 8
#14803 posted by Zwiffle on 2015/01/28 21:13:07
Windows 8 I don't know, I use 7. It does have some bugs in it.
Trenchbroom was cool, but I ran into a bunch of bugs with the version I was using. It takes a bit to learn coming from radiant, but it totally seems like the benefit to workflow would outweigh the hassle in the end since it all takes place through the camera without any orthographic views.
Plus it's actively being worked on by people here, so you can bug them about it.
#14804 posted by Geoffrey Darcy on 2015/01/28 22:55:08
Trenchbroom seems too awkward for me - I'm very much from the old school of needing to lay things out precisely in 2d views. It seems to take too long for me to place things properly in TB.
Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc?
EDITORZ
#14805 posted by ijed on 2015/01/28 23:46:36
I'm not a Radiant user; I couldn't get past the interface long enough to really build anything with it.
For Quake I used Worldcraft and now Trenchbroom.
Worldcraft has a Quake injector zip made by Baker which gets it set up - if you use the newer, valve version. It works fine, but you have to convert textures to valve wad3 format, which is a hassle. Old WC1.6a is another option, where you don't need to convert textures, but doesn�t have (now) basic features like texture locking.
QuArK... exists, but the interface is like a brick in the face, I'm amazed anyone can use it. Then again, some of the most talented mappers turn out great maps with it, so what do I know. It does suffer from floating point errors but also offers model editing or at least viewing to some degree, but I couldn't figure out how to use it.
There is also BSP editor, which looked interesting when I checked it out, ahead of its time when made and apparently, sadly, no longer updated.
I'm not mentioning other editors because I either didn't use them or they're not good. And probably forgetting a load too.
Just Want To Mention
#14806 posted by SleepwalkR on 2015/01/29 00:16:44
TrenchBroom 2 will have 2D views. They already are implemented and being tested.
Cop Out
#14807 posted by ijed on 2015/01/29 01:04:50
(Please don't stop working on TB2)
|