#15099 posted by necros on 2015/08/04 22:04:41
There is a windows compile of all the best Linux programs, including sed and grep!
Info_notnull
#15100 posted by Preach on 2015/08/04 23:45:31
I remember worldcraft had similar issues with a class being both brush and point, and the best solution in that case was to remove it from the fgd and just enter the classname by hand where needed.
That's What I Did
#15101 posted by Rick on 2015/08/05 00:51:22
In the my old 2012 version of Netradiant that's what I had done and it worked fine. A couple weeks ago when I got the urge to map again, I downloaded the newest version.
With no entry at all for info_notnull, it would default to a point entity and delete the brushes. I changed it to a brush (group) entity and it seemed okay, except that playing the map I got sv_touchlinks errors when the info_notnull brush was triggered. So back to the 2012 version I went. No big deal, it works fine.
Madfox And Negke, Thanks. Also...
#15102 posted by adib on 2015/08/05 14:10:49
Is there a technical reason for not largely using meshes on a Quake level these days? Suppose I'd like to make a barebones BSP and add all detail using meshes, like I would for a Source or UE3 level. What are the limits?
Using Meshes
isn't as unheard of now. You can go pretty far if you went and used bsp models for instance, these are good because it helps the design feel consistent. You could go in and use meshes if you wanted to, mods like quoth allow you to add them fairly easily.
Getting the light correct for the models is important, meshes use the lightmap on the floor to tell you how bright the object is, so you're going to need to play a little to make this work. My advice is use quoth for this type of work, or Drake. Socks new mod will allow external models too and I think a few people will want to work on this once it's out.
#15104 posted by JneeraZ on 2015/08/05 15:05:56
Getting meshes to light and blend in with the BSP surrounding them is notoriously difficult in Quake. Vert lighting vs lightmaps ...
@Fifth
#15105 posted by adib on 2015/08/05 15:09:27
Right, I forgot about lighting. A Quake model doesn't shade itself, right? So, my full blown central computer room, with massive models covering the walls, would look bland. Maybe Sock's mod would take care of it?
#15106 posted by adib on 2015/08/05 15:16:18
... or probably not.
Collision
#15107 posted by ijed on 2015/08/05 15:40:54
Is also difficult - unless I missed something you need to use clip brushes, and an editor that shows you the model dimensions is a must if you want anything approaching accuracy.
I know there are a couple of tools to convert meshes to brush though... Warren?
#15108 posted by JneeraZ on 2015/08/05 16:38:16
Adib
Socks mod isn't going to take care of quakes lighting. It's just gonna add a shitload of cool new stuff. Really if you want the models to be lit differently you need to be working with something like DarkPlaces so that you can take advantage of the real time lighting.
Ijed
#15110 posted by madfox on 2015/08/05 23:29:33
I sended you a testmap some time ago.
Check your email, gmail or johnmayal.
Honey Wads
Does anyone know where one can find them? They were available for a while via the Honey mapjam thread, but now that link is dead. Can't seem to find them on Quaddicted either...
On a different note, what would cause an item to disappear once a map has been compiled? At the moment I've got a Quad Damage that I can see in TrenchBroom, but when I compile and test the map in Quakespasm, it's gone.
#15112 posted by Rick on 2015/08/05 23:46:20
Quad is probably dropping out of the map on load because of being partly in a wall or floor. There's a devmode switch you can use to see messages to that effect. I think it's -developer 1
#15113 posted by Rick on 2015/08/05 23:57:22
My bad, it's +developer 1 for the command line switch, but apparently you can set in game also. Type developer 1 in the console and reload your map.
Thanks, Rick
I tried that, but I don't see anything about anything dropping out of the map in the console. Not that I know what everything in the console means, though... what sort of message should I expect to see? Something like "item_artifact_super_damage fell out of map"? Because there's nothing like that...
I checked again in the editor, and the QD is not touching brushes or other entities. I even raised it an extra few units from the floor, just in case.
#15115 posted by ericw on 2015/08/06 00:20:29
The message to expect is "Bonus item fell out of level at 'x y z'"
You have to raise the console for a second so the first few frames run in order to get the message.
fwiw I just tried in TB1, and the bottom of the quad's bounding box needs to be 16 units above the floor.
#15116 posted by JneeraZ on 2015/08/06 01:23:28
yeah, for whatever reason, I've yet to find an editor that has the correct bounding box for the quad damage.
Thanks, Ericw
Ah, there it is -- "Bonus item fell out of level". I had to scroll up, because there were some other error messages too, e.g.
FindFile: can't find textures/b_nail0/nail0sid.tga
(and several other similar ones)
Weird, the QD was 16 units above the floor. I wonder if this is related to another issue I've been having with TB, where entities I try placing in the map replace earlier entities. FWIW, when I move the Quad to some location far away from where I've been building, it does appear when I test the map.
#15118 posted by Rick on 2015/08/06 02:13:40
Ah, good that you got it fixed. In the early days (Worldcraft 1.6) you pretty much couldn't believe any bounding box. I was always moving stuff around, 8 units at a time, from one build to the next, hoping it would finally decide to show up.
I finally ended up making a custom .fgd that was mostly correct, but I was never quite sure about the z axis.
Total_newbie
#15119 posted by ericw on 2015/08/06 07:03:07
Cool, progress :-)
Is there enough clearance around the quad to the sides and front? That's about all I can think of, if moving it to another part of the map fixes it. Also check that it wasn't outside of the +/-4096 bounds by accident. If all else fails, upload/paste the relevant part of the map
Mapping For Daikatana?
I hear IonRadiant is the official and only map editor for Daiktana so far. However, I also hear it was even worse than the game itself because of troublesome setup process.
Is there an alternative to Ion Radiant? When can Trenchbroom or Jackhammer support Daikatana since it's a Q2 engine game as well?
Re: #15119, #15118
Thanks for your responses, Rick and ericw!
Hmm, "fixed" is maybe not exactly the right term. I just shifted the Quad to a position far away to see if it would appear at all, but it's not somewhere where it would make much sense to have it, and I still have no idea why it would not appear where I originally placed it.
ericw, yes, there's plenty of clearance on all sides. I don't think it's out of bounds, although I'm still not sure how to check that with TB. What I have done, though, is to move everything in my map to where it's shown when you first open the map in TB. I assume that means it's more or less centred, right (i.e. near 0, 0, 0)? And I'm working with a really tiny structure at the moment, so if it's even near the centre of the map, there's no way it could extend to +/-4096...
I might just ignore the problem for now and make do without the Quad. The map is still in its infancy and item placement can still be changed. But should I run into the same issue again, I guess I'll upload part of the map.
Thanks again. :)
Bump #15111
Honey wads ... anyone?
#15123 posted by ericw on 2015/08/06 18:05:58
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch).
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