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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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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 
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 
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 
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? 
 
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 
... 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: 
correct, the line of code looks like this:

static unsigned trans[640*480]; // FIXME, temporary 
 
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. 
 
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 
 
I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game.

This shouldn't happen.

Nor should the thing in the pic you posted. 
 
No, the artifact in the picture is what happens with most modern rendering engines. That would look fine in the software renderer. 
Ahh Ok... 
Quakespasm get your shit together! ;) 
 
That would look fine in the software renderer

Oh, so it's a shitty GL rendering thing. Does this happen in Fitz / Quakespasm ? 
 
r_oldwater 0 should fix it, that'll be the default for the next QS release. 
 
r_oldwater 0 did the trick! Thanks 
That Happens 
when the texture isn't aligned across all the brushes. 
Only Problem 
Is if liquid volumes touch sky, then the compile will break.

And yeah, r_oldwater 0 FTW. 
 
water and lava touching also cause a problem i think? 
 
and uh... slime too i guess. :S 
Liquid Volumes Touching Skies? 
When would this even happen? :)
I guess if you were to make a horizon but, damn the size of the water brush would be huge! 
 
It's almost always a mistake. You copy a brush, move stuff around, etc. It happens. 
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