#16208 posted by yhe1 on 2019/09/25 03:58:35
haha fifth, can we count on you to make a map for it when this is done?
#16209 posted by yhe1 on 2019/09/25 04:02:17
I think the turrent is missing
#16210 posted by yhe1 on 2019/09/25 04:56:47
faust skin taller than 480?
I Hate Turrets!
#16211 posted by madfox on 2019/09/25 09:17:58
Reason my subcouncious fragged it. If you had read the reade you see all skins are 64x1010.
The viewport in Quake is larger than in Chasm compared to the texture. In quake you can't slip that easy aside corners with a streetlamp.
Yhe1
It's a solid maybe
#16213 posted by yhe1 on 2019/09/25 09:42:30
I can't run it in quakespasm, gives me the faust error
#16214 posted by madfox on 2019/09/25 11:48:48
I think it's in models as a static.
What is the statement of the faust error?
#16215 posted by yhe1 on 2019/09/25 12:02:58
The error was faust skin taller than 480
Ah!
#16216 posted by madfox on 2019/09/25 20:11:40
I was afraid of something like that, 64x1010 is much too large. Can you open faust in a modeleditor?
#16217 posted by yhe1 on 2019/09/25 20:22:01
But you were clearly able to open it in quakespasm.092.2 rss admod
#16218 posted by madfox on 2019/09/25 21:00:14
I thought the skin limets were 300xwhatever, although quakespasm_spike_ad these limits were crossed.
#16219 posted by yhe1 on 2019/09/25 21:50:49
can you upload the quakespasm_spike_ad?
Link Quakespasm
#16220 posted by madfox on 2019/09/25 23:16:27
quakespasm_ad_mod
I tried chasm_quake_dev01 out on a win98 computer with winquake and it runs fine.
Or This One
#16221 posted by madfox on 2019/09/25 23:22:10
#16222 posted by yhe1 on 2019/09/26 05:12:49
No, I mean the program directly from your computer.
I tried again, quakespasm give me the faust skin error
Right
#16223 posted by madfox on 2019/09/26 07:23:37
#16224 posted by yhe1 on 2019/09/26 07:45:41
Notarget ?
#16225 posted by madfox on 2019/09/26 08:36:07
It looks as if the entity wants to attack you.
Mod will only work when using no target as soon as the game starts.
#16226 posted by yhe1 on 2019/09/26 08:48:21
Got it, thanks, the skin is much better now
Skin Size
#16227 posted by madfox on 2019/09/26 21:43:31
After I took the time to seperate each model to import it as a common sized skin file, it really took time to evaluate the 64x1010 chasm skin. This is an odd size anyway.
It only could get more bad before I realized Noesis converts them to mdl with the according skin.
Looking at Faust eyepiece I don't think I could reproduce it on 300x200.
I wonder if there is a way to extract the 64x1010 file.
It seems I need more knowledge of the UV filter.
#16228 posted by yhe1 on 2019/09/27 00:04:30
I don't think the skin file size is a big issue, as the regular quakesapsm could just expand its limits.
I also tested it on Aguirre's engine, works fine there also
Seize
#16229 posted by madfox on 2019/09/27 06:09:02
What about the size of the entities?
In Chasm I'm not further than the second level, so I'm not that experienced.
All I can do is compare the two games and it looks as if all y-axes are somehow " shrinked".
#16230 posted by yhe1 on 2019/09/27 06:45:30
You mean the size of chasm monsters compared to quake monsters?
< Eyesight
#16231 posted by madfox on 2019/09/27 09:07:52
The comparishment between the way chasm monsters appear in Chasm and how they look in Quake. I think of a mincer and a goblin with a smaller bbox than fire height, or should I look to an orc on eyesight or look up at it.
#16232 posted by yhe1 on 2019/09/27 10:48:58
Are you worried that the height will affect the monsters attacks?
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