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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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I Don't Want To Flog A Dead Horse Too Much, But...
#15195 posted by mwh on 2008/09/23 13:30:46
Dzip does work on OS X, because I compiled it, and gave Nolan the executable for the dzip page (that's a PPC binary though), and use it all the time.
So, er, nyah?
#15196 posted by JneeraZ on 2008/09/23 14:15:54
mwh
OK, well, it didn't work for me. So I dunno. Can we not just use standard ZIP files?
Bal
#15197 posted by kat on 2008/09/23 15:05:15
Clean? It's horses for courses Bal, if you're throwing brushwork around to do some interesting designs with stairs (other than a tube with stairs and openings top and bottom) the chances are you're going to cut across a spiral and create nasty floaters at compile time anyway, and that's regardless as to how you made them. So it really is a completely moot point to say that; even using smaller grids isn't a cure-all as it has a tendency to introduce precision errors as you know.
Every method has it's problems, just use whatever you think suits what you're working with and trying to do and how quickly you want it done. Having said that the tute wasn't intended to be read in the context of Q1 level design.
I've updated the tute regardless to take into account what's been discussed here.
Dzip
#15198 posted by Sielwolf on 2008/09/23 15:39:01
I don't watch any demos anymore because I refuse to download and install the absolutely worthless DZip.
Lame excuse, aguirRe's current engines and (iirc) JoeQuake can playback Dzips like demo files, as long as dzipname = demoname. Place the demo files in ID1 and do playdemo demoname as usual.
(yes it's necessary to rtfm sometimes, but it's worth it as SDA keeps pumping out awesome demos like Stubgaard's fairly recent e3m4_120: http://speeddemosarchive.com/quake/demos/NH/e3m4_120.dz )
Also, aguirRe's 3.09 (current beta) will have even more useful features regarding demo playback.
7zip is good because it's free/stable and the compression rate with large demos is indeed better, but 'installing' Dzip is a matter of 10 seconds...
#15199 posted by JneeraZ on 2008/09/23 15:44:41
"Lame excuse, aguirRe's current engines and (iirc) JoeQuake can playback Dzips like demo files, as long as dzipname = demoname."
Plz add to FitzQuake, kthx! :)
The Spiral Stairs In Lun3DM3
#15200 posted by Lunaran on 2008/09/23 16:35:08
are on a minimum grid of 4 at the smallest. They were easier to work with, line up with the curve patches for the trim a lot more cleanly, plus the compile-side benefits. I'd post a grid shot but I'm at work.
http://www.lunaran.com/images/maps/lun3dm3_2.jpg
ijed:
Why is lunsp3 takign so long?
because lunsp2 isn't done yet.
Oh Boy... *sigh*
#15201 posted by kat on 2008/09/23 17:37:46
Sorry, moot points again, those are all 'attributes' that can and have been argued for and by proponents of every method there is to make spirals, Quake 3 and beyond.
Lun: CZG's Curves Tutorial !
#15202 posted by Hrimfaxi on 2008/09/23 17:56:14
And Lunsp4?
#15203 posted by ijed on 2008/09/23 18:26:07
Goddammit Lun
#15204 posted by bamboo bear on 2008/09/23 19:54:37
where's my... your es pee five?!
Quake1 And Detail Brushes
#15205 posted by grahf on 2008/09/23 21:25:33
I've read some misconceptions here concerning quake and detail brushes, such as they would require bsp or engine modifications to support. This actually isn't true. There's a set of compilers called "eUtils" that support detail, hint, and skip brushes. Hint brushes are added to the bsp first, and detail brushes last. Simple right? Well I dunno really, I'm no coding guru.
The qbsp looks for brushes grouped into "am_detail" entities.
Two catches: one, vis and light need to be aware of the changes, and such versions are included. Two, there is source, but it's a Carbonized mac app, so maybe not many of you could try it. I use it as my main compiler and they work fine. But it would be interesting to see the features added to the linux-ified bjptools that are being worked on.
It was made by frank "pOx" condello, same guy that did the extras qc mod. http://quake.chaoticbox.com/downloads/equakeutils.sit
Grahf:
#15206 posted by metlslime on 2008/09/23 22:28:15
I remember that concept being tossed about (hint added first, detail added last, but they are still part of the bsp structure), and I seem to remember some people saying that the order that brushes are added to the bsp tree really isn't that important (even though conceptually, it seems like it would be.)
I think in radiant at least, any time you select and deselect a brush it gets added to the end of the map file, so you could manually do this sort of thing by selecting/deselecting brushes that you want added last. Not sure if this is that helpful.
Detail Brushes
#15207 posted by bamb on 2008/09/23 22:41:53
what are the biggest differences between func_walls and detail brushes?
How hard would it be to add an intermediate form of solid geometry to an engine, one that is rendered quite like walls (without the func_wall penalties) but is not part of the bsp somehow (could affect collision hulls somehow, dunno how). (how do you accomplish that I do not have the faintest idea...)
Maybe just generate an entityish class for func_walls only.
Tree Order
#15208 posted by Lunaran on 2008/09/23 23:06:33
It's not entirely accurate to refer to the "order" that things are "added" to the tree - hint faces have the highest priority for splitting the tree, and afaik details have none. What order the brushes are listed in the map file has nothing to do with anything because split priority is based on brushes' size and shape and angularity. If order mattered you couldn't have major structural leak-stopping brushes "last" because the BSP tree would have been largely finalized already.
An aguire or a lordhavoc would be useful right about now.
Lunaran:
#15209 posted by metlslime on 2008/09/23 23:15:19
i guess i thought qbsp adds brushes to the tree in the order it finds them in the map file. Didn't know it scanned the entire list of brushes and then optimized the order in any way.
Either way though, a leak plugging brush will plug the leak regardless of the order you add it, assuming there are no precision errors or bugs.
P.S. I'm talking about quake 1, if that's any confusion.
#15210 posted by JneeraZ on 2008/09/23 23:25:10
I'm almost certain that QBSP adds the brushes in the order it finds them in the MAP file. It has to, otherwise overlapping brushes with different textures wouldn't work. The ordering has to be deterministic.
Hmm...
#15211 posted by bal on 2008/09/23 23:48:50
From my understanding it wouldn't seem right for Qbsp to just take the brushes in order, I always thought he splits everything up according to volume sizes (leaf nodes) to keep them similar (in size), but that's maybe just some misconception I've been dragging along over the years.
And yeah in Quake 2 (unlike in Quake 3) detail and hint are just there to influence qbsp in the right direction, detail brushes are smaller complex forms that you usually don't want to be used for initial splits, while hints are you trying to force qbsp to add a split in some area first.
In Quake 3, Hints work kind of the same afaik, but detail brushes don't split the tree at all, they are completely ignored, I think they are just culled (coplanar faces) and stuck into whatever leafnode they occupy (usually defiend by the caulk stuck around them to avoid leakage).
But anyways, yeah, I would have loved proper detail brushes in Quake 1. =)
Hmm
#15212 posted by nonentity on 2008/09/24 00:20:13
The ordering has to be deterministic.
Super/hard-deterministic to be more precise, but that's hardly a useful pragmatic viewpoint.
Or were you talking about something else? ;)
Golden Boy Qbsp
#15213 posted by stevenaaus on 2008/09/24 04:53:08
Just had a look at the wildcards stuff in wad.cpp ... I cant test that stuff myself, but perhaps the "glob" system call is what you want. Type "man 3 glob" for manpage. Ozkan (uhexen2.sf.net) ported all of the Hexen2 utils to *nix , so that might help too.
CTHULU L'SAGNA
#15214 posted by Lunaran on 2008/09/24 18:40:07
Stevenaaus
#15215 posted by gb on 2008/09/24 21:34:32
thanks for the hint.
#15216 posted by Trinca on 2008/09/24 23:21:18
fun at #tf :)
[21:36] <@Bal__> * Added Trinca!*@* to ignore list, should have done ages ago I think
[21:36] <@Bal__> +that
[21:36] <@voodoochopstiks> :D
[21:36] <@Trinca> Bal__ thks!
[21:36] <@Trinca> i�m sick of you bullshit
[21:36] <@Trinca> get a women
[21:36] <@Trinca> stop talking about all 50 games you fucking play
[21:37] <@Trinca> i just play one becouse i want time to FUCK MY WIFE!!!
:)
Trinca(PT) 1 - 0 Bal(FR)
Trinca
#15217 posted by Lunaran on 2008/09/24 23:59:10
Clearly it's important to you that Bal still see your scathing retorts (the part where you implied he did not have a girlfriend was particularly fresh - nice job!) because you felt the need to mirror them here. Clearly him ignoring you bothers you, then, and you need some kind of release to feel like you had the last word so you can keep feeling better about yourself.
Is putting down foreigners you've never met in an IRC channel necessary to get through your day? Perhaps there is some reason why you cannot take such pleasure in your day to day life. Are you happy in your marriage? Or do you regret the life you've chosen, feeling trapped in a bitter loveless marriage, away from what you really enjoy, which is apparently your penis?
Or maybe you're just exceedingly fucking immature. Go retire again, I promise you nobody here will miss you, miss your childish ravings about sexuality, or miss your whiny footstamping at the faintest provocation or perceived slight against you.
Go the fuck away.
#15218 posted by Trinca on 2008/09/25 00:58:40
did u read any book to write this?
...
ok, go take your goat!
Oh Drama
#15219 posted by - on 2008/09/25 02:47:26
how I've missed you.
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