#126 posted by Spirit on 2013/03/13 20:20:18
Poop, it really did not default to level 4 indeed. Yes, please change that!
spy, necros, DrLabman, please re-run and update the table. ;)
Still fast!
Using .wad Vs .hlwad
#127 posted by quaketree on 2013/03/13 20:42:15
So it works fine from the command prompt and regular .wad files after I changed the .map file to remove the hl from hlwad (that was the only changes I made to the .map file using notepad). So as near as I can tell the issue is in being able to read hlwads (WAD3 I do believe). So worst case situation I guess I can make something in Hammer, and then turn what I can into detail brushes once it's close to being done.
I will still make a shit map though... so there is that. :P
Yay!
#128 posted by RickyT33 on 2013/03/13 20:56:22
Fixed Snapshot Download
#129 posted by Tyrann on 2013/03/13 21:45:49
Sorry about that, b0rked the original link and had a directory permissions problem on the actual upload as well. More coffee next time! :)
http://disenchant.net/files/utils/snapshot/tyrutils-0.6-23-g3676261-win32.zip
Snapshot
#130 posted by mechtech on 2013/03/13 21:57:08
wad3 working Thanks again
Yup
#131 posted by Preach on 2013/03/13 22:19:29
I concur. And that detail-skip thing now works perfectly, for entity-free glass in maps.
Preach- can you elaborate? Been out of the scene for a while- how would I use these tools to get entity-free glass?
Glass Demo
#133 posted by Preach on 2013/03/13 23:50:50
Here's a demo map:
http://www.quaketastic.com/upload/files/single_player/maps/glass.zip
The trick relies on a "detail" brush which is "skip" textured (which wasn't possible before tyrann's compiler). Skip prevents the brush from being rendered, and detail keeps it out of visibility calculations.
We start with a frame for our glass built out of regular brushes. A na�ve attempt would build a single rectangular detail brush to fill the frame and give it the skip texture. The problem is that the insides of the frame will still get clipped away by the detail-skip brush, so there's a visible gap in the level.
The fix is to build our detail-skip brush in such a shape that it doesn't clip anything away. In the example map each side of the window pane comes from a different brush. Each brush is a square-based pyramid, with the square face exactly filling the frame of the window, and with the apex of the pyramid sitting in the space inside the window (we don't care too much what happens in there because it's out of bounds).
You could pretty much do this already with just a func_wall covered in skip textures, the innovation is that you don't use an entity any more. In theory this also makes the trick mod-neutral, although in practice mods which don't support func_wall are vanishingly rare.
DM/SP Only Walls...
I can't figure out how to make walls only appear in SP or DM only. Any ideas? I've tried to change the check the DM spawnflag for invisible walls (as a clip brush entity) but it clips no matter what mode.
Ah, I see what you mean, thanks for that. I thought you meant glass as in semi-transparent, not a see-through solid, like apsp2 which appears to just be relying on wateralpha and a gray textured liquid turned func_wall.
Snapshot...
#136 posted by quaketree on 2013/03/14 01:03:48
Fixed the issue for myself as well. Thanks Tyrann!
#137 posted by quaketree on 2013/03/14 01:11:29
I suppose that you could also use the skip\detail trick to apply a shadow with no obvious source like the Quake symbol in e1m3 (I think?)instead of making a skybox and then tying func_illusionary to a sky brush to hide it.
5th
#138 posted by ijed on 2013/03/14 15:51:07
Not sure I understand the issue, but if its a func_wall then NotDM should work no problem.
The inverse is applying the easy/medium/hard flags.
Could be that the detail faces are added to the map regardless of any entity controls though.
I set the spawnflag for the func_wall as 1792 but it refuses to compile. I'm trying to make it so that the level will work in both SP and MP like the original Quake Maps did. Here's what happens when I compile -
http://s12.postimage.org/a47u1tqxp/error.jpg
Ah
#140 posted by ijed on 2013/03/14 16:25:52
It leaks. Just guessing, but I think this is the issue - func_walls don't block vis, so you can't have them between you and the void, only solid brushes can be your level structure.
And
#141 posted by ijed on 2013/03/14 16:26:24
For some other reason the leak is causing the bsp not to be built.
Can't Be So!
and the reason I say this is that it gives the leak errors on successful compiles (the map isn't finished yet and there are areas open to the void).
I think there's another problem at work, I'm using spawnflag 1792.
Fifth
#143 posted by negke on 2013/03/14 19:04:56
You can't have funcs consist only of clip brushes - there need to be visible brushes (i.e. brushes with visible textures, skip works too) to define the models' boundaries. Add a small brush in the bottom left corner and another one in the top right corner in order to determine the entity's length, height and width. Those brushes should to be outside the actual room (inside floors/walls) so they aren't visible. Of course you can also make a frame around the whole wall and have the clip brush inside. This will create a dynamic wall which blocks players and monsters, but not shots and visibility.
Neg..
well it's a shame then, I'll probably have to find another solution to the problem. I'm not sure exactly how this works because I have a platform which has clip brushes on it that works, but when I tried to block off the doorway in the same fashion it doesn't clip.
#145 posted by rj on 2013/03/14 20:44:22
he means you can have clip brushes in func_items, but only if you have textured brushes within the same entity. hence the clipped plat working (whereas a plat made entirely of clip wouldn't work)
Clip Entities
#146 posted by Tyrann on 2013/03/14 20:54:00
Hmm, I will have another look at that to see if it can be made to work. If all brushes are clip then there will be no brushes for the entity in hull 0. There's probably a way to make that work...
Are you sure you want a func wall that blocks movement but not bullets? That's what clip will do.
Yes...
the reason being is that one side the corridor will be blocked off by boxes to the level (for deathmatch) but on the other side will be the singleplayer entrance. It's not even a big deal, I thought I could make it dual-function but it's not like anyone really plays DM that much these days.
Doesn't Matter
I've made duplicate brushes for the doorframe and put the clip brush in the middle and it seems to work now. A weird solution to the problem but it works so I wont need to release the same map twice.
#149 posted by necros on 2013/03/14 23:34:40
I think it happens because the bounding box is based on the visual model when it is loaded by the engine, and the engine only checks collision within the bounding box.
Necros:
#150 posted by metlslime on 2013/03/15 00:27:55
Sort of, but I think qbsp actually generates the bounding box. And the engine just accepts what qbsp generates.
I tried fixing this in the bmodel loader in fitzquake but it never seemed to work quite right and i moved on to other things.
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