Haha, That Worked!
#15540 posted by
killpixel on 2015/11/04 07:46:08
Strange that by default quakespasm won't display more than 1 tele effects worth of particles...
anyway, thanks!
Were You Using -pointfile?
#15541 posted by
ijed on 2015/11/04 10:49:31
Health.
So I'm drubbing through the progs dir with qME, and can't find the health box model. Am I a colossal blackhead and missing something? You be the judge.
Its A Bsp
#15544 posted by
ericw on 2015/11/05 23:19:07
Maybe qme doesn't display .bsp's?
Yup
#15546 posted by
mankrip on 2015/11/06 04:11:18
qME doesn't display BSPs.
Gtkradiant 1.5's Vertex Manipulation
#15552 posted by
Breezeep_ on 2015/11/14 04:08:56
I decided to play around with the vertex editor in GTKRadiant 1.5, and I noticed that there isn't really much freedom to move verticies as I saw in comparison with 1.4
This just looks weird:
http://i.imgur.com/Z6kO8P4.gifv
Anyone know why this is?
Yeah
#15553 posted by
killpixel on 2015/11/14 06:03:13
this has always bothered me. wonder if there's a way around it?
I'm Not Sure
#15554 posted by
madfox on 2015/11/14 08:09:58
but I thought there was a way to select two controlpoints by keeping the leftmouse down and surround them.
Just
#15555 posted by
madfox on 2015/11/14 09:43:47
installed Radiant to see.
It should be: press shift + left mouse surround.
Then both controllpoints move smoothly.
Breezeep_
#15556 posted by
Kinn on 2015/11/14 11:41:29
Yeah it looks gash, but what you are trying to get radiant to do is undefined.
Radiant does not create new planes or split brushes automatically in order to maintain brush validity after vertex manipulation, so in order to keep the brush valid it must move other plane points - and the results are about as useful as you would imagine.
Trenchbroom is a bit smarter in that it creates new faces as required. To be honest though I'm a diehard Radiant fanboy and get by with the clipper and edge manipulation, using vertex manip only on certain shapes where I know the results will
Wtf It Ate The Result Of My Post
#15557 posted by
Kinn on 2015/11/14 11:44:41
"...where I know the results will be predictable"
Clip Only Brush Entities
#15558 posted by
Preach on 2015/11/17 23:26:47
If you build an entity entirely from clip brushes it doesn't usually work - I remember it being something to do with the bounding box not being enlarged by clip brushes. The workaround at the time I learnt this was to sandwich the clip brushes between thin regular brushes on opposite sides, so the clip lived within the boundaries they formed. Is this still state-of-the-art when it comes to making clip brush models, or is there some new compiler which corrects this automatically?
It's An Engine Thing
#15559 posted by
necros on 2015/11/17 23:28:33
Doesn't check collision outside of visible area
#15560 posted by
mankrip on 2015/11/17 23:41:56
Is it possible to spawn a zombie that's laying on the ground by default, and that only wakes up when we touch a trigger, without changing the QC code?
No
The best you can hope for in id1 is to emulate it, like E4M3 did.
#15562 posted by
Rick on 2015/11/18 00:16:22
What necros said. I remember pushing some scrags with clip brushes once, but they had to be part of an entity made by visible brushes and had to be within the bounding box of the visible brushes.
#15563 posted by
- on 2015/11/18 00:31:14
If you don't mind it blocking weapon fire, just do a skip textured brush model?
#15564 posted by
ericw on 2015/11/18 00:33:48
Would an entity made of just skip brushes work better?