Thanks
#14815 posted by Geoffrey Darcy on 2015/01/29 20:18:35
Thanks for the advice - after shopping around I think I'll stick with Netradiant for now, but I'll look forward to trying the new Trenchbroom 2, with its 2d views, when it's released.
I think you have to do that in QC, but I'm not 100% sure.
I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)
So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.
I have had a good look in the existing .ent file and I can't seem to find anywhere where a default is being set on anything. Hmmm...
#14816 posted by Lunaran on 2015/01/29 20:48:48
radiant and qe3 don't set defaults on entities at all - they don't set any keyvalues you don't personally set except for origin and classname.
the 'default' is whatever the compiler, progs.dat, or engine assigns to the value, depending on which of them pays attention to the particular key.
#14817 posted by gb on 2015/01/29 21:16:00
I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)
The engine does. Lots of entities have default fields and values set in QC. Lights actually, now that I think about it, are an exception.
The engine runs the QC spawn function for anything it finds in the bsp, and defaults are taken from there (such as the health of the monsters.)
#14818 posted by Geoffrey Darcy on 2015/01/29 21:31:18
Ok, thanks, I probably should have been clearer in that I was specifically looking to set defaults on light entities.
Anyway, I guess I'll just copy/paste an existing entity in the map, which should avoid me having to type all the fields out every time I create a new one.
Just A Litte Question About Good Brushwork
So I made some bars func_detail in and thought that they wouldn't cut up world_brushes. But appearntly they do. http://i.imgur.com/5oFwsBT.png
So I'm just wondering what's considerd good practice. Should I be cautious of ending up with too much unintended geometry? Is it better to have something like this floating near ground and ceiling not touching or is that over-optimizing?
Made a Q3 level before but still a bit green when it comes to BSP work.
#14820 posted by necros on 2015/02/02 19:15:33
since func_detail does not affect vis, i think making them float 1 unit away should be perfectly fine.
otoh, that screenshot seems like it is a very closed off isolated area, so likely the performance gain of getting rid of all those extra cuts will be negligible. but if that was outdoors? or the cuts were propagating into other cuts? then it would be worth the few seconds to move the faces away, I think.
Q1 Detail Brushes
#14821 posted by DaZ on 2015/02/02 19:16:45
Work a little differently to most other brush based engines. Func_detail in Quake will stick make bsp cuts however they are ignored by VIS.
Good use of detail is basically saving you time when you vis a level.
Thinking about how your faces will split takes a lot of time to get the balance right. It could be a simple case of having a bar run along the bottom and top of your bars might produce nicer results.
#14823 posted by quaketree on 2015/02/02 20:57:17
Func detail is really just to cut down on vis times and not really to cut back on faces. It's a balancing act between the two. If you want to have less faces then "Lift" the bars one unit off of the floor and ceiling when you do your final cut. Nobody will notice anyway.
The main thing to keep in mind about about func_detail is that where it touches the void you "Can" get a HOM effect in some situations so something like trim (and your bars are a sort of trim) is usually a big no-no unless you offset it by a unit (and again, it's not usually noticeable to even the most critical eye).
I'm not too sure about how that might effect "Dirt mapping" though because as I understand it it needs hard corners to properly do the calculations.
I would suggest that you just block out the level first and do a fast vis to check for leaks (and add at least 25% to whatever you think is enough room. It's not like you're paying for the paint, plaster, tiles or a heating bill) and add the "Trim" at the tail end of the process, which is going to eat up that 25% pretty fast anyway.
#14824 posted by Kinn on 2015/02/02 21:13:04
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.
Just don't go hogwild with func_wall though, for ~*reasons*~
Like Entity Flicker
#14825 posted by ijed on 2015/02/02 21:32:42
Also
#14826 posted by ijed on 2015/02/02 21:35:40
Detail brushes will not cause HOM as long as you don't use them to seal the void. And if that happens then you get a leak and vis fails.
#14827 posted by Preach on 2015/02/02 23:31:23
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.
Just don't go hogwild with func_wall though, for ~*reasons*~
Yeah, sometimes you might be better off making the base that the bars intersect into the func_wall, and leaving the bars proper as func_detail.
Fgd Quake + Extra
#14828 posted by FranckQ on 2015/02/03 17:02:53
Hello,
I seek a fgd based on a quake 1, which includes extras. "rotation, breakable, etc ..."
Can you help me. thank you very much
Extras For Quake
#14829 posted by Preach on 2015/02/03 19:55:39
That's for a particular Quake mod called "Extras", which can be found here:
http://www.quakewiki.net/quake-1/mods/extras-r4/
Haha...
extras is pretty neat. I love the gibbable corpes, the sparks from the nailgun, the extra moveable objects, rain fx...
Not too keen on footstep sounds, cartridge ejections for the guns though. Oh well.
Drake Fgd?
Is there one?
Max Texture Sizes
#14832 posted by Lunaran on 2015/02/10 02:43:06
Texmex will allow me to import a 2048 and save it into the wad, but sikkpin_QE3 won't load anything over 1024. Hacking the 2048 onto a brush manually and compiling works fine in FitzBakerMarkV and QuakeSpasm. Even WinQuake loads the map and displays all the textures (although in the latter case the mipmapping is kind of wonky).
I'm not actually going to use a 2048 texture in Quake, but for the sake of argument: is there an upper limit? Are there secret but horrible side effects to large textures?
#14833 posted by metlslime on 2015/02/10 04:17:25
there's no official upper limit but probablty each engine or tool will break in undocumented ways when you make something big enough.
For example in GLQuake the limit is width x height <= 307200
Ah, Because That's 640x480
#14834 posted by Lunaran on 2015/02/10 04:45:14
... or 1024x300.
So, in GLQuake, that's 1024x256 or 512x512 tops. Curious if there are engines that have raised other bsp/netcode limits but left that one.
Lunaran:
#14835 posted by metlslime on 2015/02/10 08:25:11
correct, the line of code looks like this:
static unsigned trans[640*480]; // FIXME, temporary
#14836 posted by Lunaran on 2015/02/10 18:04:12
lol
Common Practise?
Is it ok to make brushes with liquids (lava/water) intersect with world brushes, and go outside of walls? I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game. I've read somewhere to never let brushes intersect so were a bit hesitant to do so.
#14838 posted by JneeraZ on 2015/02/16 18:03:41
Intersect away, no problem.
Hmmm
made it one big lava brush, but the geometry around cuts it up on compile with quite noticeable edges... Any tricks to get around this? http://i.imgur.com/YVzHLKL.png
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