#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
#14840 posted by Kinn on 2015/02/16 18:47:33
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.
#14841 posted by JneeraZ on 2015/02/16 18:56:50
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! ;)
#14843 posted by Kinn on 2015/02/16 19:18:19
That would look fine in the software renderer
Oh, so it's a shitty GL rendering thing. Does this happen in Fitz / Quakespasm ?
#14844 posted by ericw on 2015/02/16 19:21:05
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
#14847 posted by ijed on 2015/02/16 21:41:04
Is if liquid volumes touch sky, then the compile will break.
And yeah, r_oldwater 0 FTW.
#14848 posted by necros on 2015/02/16 23:43:02
water and lava touching also cause a problem i think?
#14849 posted by necros on 2015/02/16 23:43:11
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!
#14851 posted by JneeraZ on 2015/02/17 00:51:41
It's almost always a mistake. You copy a brush, move stuff around, etc. It happens.
Yeah
#14852 posted by RickyT33 on 2015/02/21 00:42:03
Make sure all water/lava face's texture attributes are 0
Yeah
#14853 posted by RickyT33 on 2015/02/21 00:42:03
Make sure all water/lava face's texture attributes are 0
Except For The Scale Attributes
#14854 posted by RickyT33 on 2015/02/21 00:42:21
Which should be 1
Can Anyone
#14855 posted by ijed on 2015/02/22 17:13:38
Point me to a .bat FAQ or whatever so I can make my compile a bit more clever.
I want to copy the mapfile, change some of the data within it (texture names for {) and then compile the copy.
Or... does your compile tool already allow for something like this Necros?
Fyi
#14856 posted by ericw on 2015/02/22 19:42:28
the latest trenchbroom 1.x release can work with { textures, in case you were working around that.
Not sure about where to get a good bat file tutorial, sorry
Lol - Had To Look Up What You Meant
#14857 posted by Kinn on 2015/02/22 19:58:33
so, alpha textures start with "{" ...You're kidding me...how many tools does that break?
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