Clipnodes...
#1687 posted by necros on 2004/04/18 20:23:37
i know putting big clip brushes over complex geometry will reduce clipnodes, what about turning said geometry into func_illusionary? there's no clipping there, because you can walk through them... right?
Necros:
#1688 posted by metlslime on 2004/04/18 20:49:28
qbsp doesn't know what func_illusionary is, so it won't compile it any differently than any other bmodel. And, i'm pretty sure bmodel clipnodes do contribute to the total clipnode count.
Crap...
#1689 posted by necros on 2004/04/18 21:09:15
is there any way to trick qbsp into compiling the visual aspect of the brushes, but ignoring the colision part? so like, a bunch of ghost brushes?
Necros:
#1690 posted by metlslime on 2004/04/18 22:41:42
no, but in theory, qbsp could be modified to have that feature.
Oh..
#1691 posted by necros on 2004/04/18 22:42:50
nonono... thanks for the info though.
a clipping we will go, a clipping we will go...
There Are Several
#1692 posted by aguirRe on 2004/04/19 05:41:24
ways to modify qbsp hull processing for testing purposes. To get the effect that necros mentions, use the option -fill to make qbsp force fill the clipping hulls even if they leak. If they leak, they will be practically removed and you'll have to noclip to move around in the map.
This is especially useful in large maps that leaks, because otherwise the bsp probably wouldn't load in any engine. Please see readmes and ToolTips for more details on this issue.
AguirRe
#1693 posted by HeadThump on 2004/04/19 09:56:10
I often use your bspinfo tool to create .prt files when I have map leakage. I have never known it to fail to create a loadable map, even when the raw bsp (only qbsp used in the process I mean) wont load.
In fact some of the minor leakage issues wont even effect the size of the map to any substantial degree when a full -vis is done using your tools.
A big thanks for your setup while I am at it.
Setting Off A Succession Of Func_trains
#1694 posted by R.P.G. on 2004/04/19 15:16:49
I have a series of func_trains. As soon as the first one lands, I want the second one to go, and as soon as the second lands, I want the third to go, etc.. The only way I know of to do this is to measure the distance each train will travel, compute the number of seconds it will take, and then use trigger_relays with "delay" "x". That doesn't seem too bad until you realize that I have seventy-two trains.
So, any suggestions as to how I could do this in a simpler manner?
Nope.
#1695 posted by czg on 2004/04/19 15:28:00
Go work you lazy hippie!
HeadThump
#1696 posted by aguirRe on 2004/04/19 16:21:20
If you have leaks and still want to force a prt file for vis (not recommended though), you can use option -leak 3, i.e. only generate pts file for leaks in hull 3 which doesn't exist.
If the leak is in hull 0, vis processing time will most likely be significantly extended, since the entire outside of the map is also in the prt file.
I'm glad to hear you like the tools.
Rpg,
#1697 posted by necros on 2004/04/19 17:48:25
the only thing i can think of involves custom qc. custents and hipnotic (i think) have new train code, lets you change speeds at different path_corners, fires targets when trains reach certain corners, and lets you set a 'duration' instead of speed, so it will take 'duration' amount of seconds for the train to go from the one corner to the other.
but no can do with normal quake...
and 72 func_trains? just... wow...
Gibbin The Progs.dat
#1698 posted by madfox on 2004/04/19 19:01:08
I finally got my Orb and Stegosaur in Quake1 by managing the progs.dat with frikbot.
I got their health and dmg settings up, and to my surprise I could also change the intermission txt between the sequel.
Yes great!
But...
I suddenly got all levels on gravity 800, and I don't know what I done wrong. I used to seek it in World.qc but left it because it wouldn't archieve result.
What's gone wrong?
Nevermind
#1699 posted by madfox on 2004/04/19 19:26:51
I found it, there are several world.qc
Has anyone ever succeeded in creating a Q1level with the habbits of e1m8?
Looks a good speedmap theme to me.
Test
#1700 posted by necros on 2004/04/19 21:23:47
<pre>fdsfsd
sdf df</pre>
Madfox
#1701 posted by necros on 2004/04/19 21:25:25
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
that's the lines involving the gravity stuff, just change it to this:
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else if (self.model == "maps/##YOURMAP##.bsp")
cvar_set ("sv_gravity", "##SOMENUMBER##");
else
cvar_set ("sv_gravity", "800");
and replace ##YOURMAP## and ##SOMENUMBER## accordingly.
ps, no preformatted text? bah. :P
Thanks For The Replies.
#1702 posted by R.P.G. on 2004/04/19 21:37:50
.
Progs.dat Gibbin With Me
#1703 posted by madfox on 2004/04/20 00:23:06
Will try it as soon as possible,
thanks for the hint!
using several world.qc documents made my Quake engine somehow drunk...
Newbie Mapper With Newbie Question
#1704 posted by Kay on 2004/04/20 07:46:47
Hi!
I just got GTKRadiant 1.4 working the other day, and I'm using texmex for textures. There's one problem I've ran into. When I export textures from .wads the *water/*slime/*lava textures etc are renamed to #water/#slime/#lava because you cant use * in filenames.
Naturally when I compile the map the compiler cant find any #water texture in the wad cause its called *water there. Any suggestions?
And btw, isn't it time soon to make a new mappinghelp thread? I only refresh this thread every time I go to take a shit, cause it takes an age to load. No broadband.
Kay
#1705 posted by Vondur on 2004/04/20 08:18:51
use proper wadconverter that will convert all the wads to tga and back:
http://www.orbiter-productions.com/alchemy/#qonverge
and use proper mapconverter which u can get here:
http://rem.fov120.com/rem/projects.projectDetails.action?id=3
and kay, log in properly, in this case you'll see only new posts. go to account section and register there...
That Gravity..
#1706 posted by madfox on 2004/04/20 09:48:50
Necros, it worked...
many thanx from a spacewalker!
#1707 posted by gibbie on 2004/04/20 11:31:34
Kay: use gtkradiant spogbranch, it doesnt require you to convert the textures to tga
Lightmap Resolution In Q1
#1708 posted by DaZ on 2004/04/20 18:15:33
Would it be possible to modify a light util to create higher res lightmaps for surfaces? I understand the lightmaps are currently generated on a 1:1 ratio to texture resolution, would it be possible to increase that to a user specified ratio such as 3:1 4:1 etc... ??
Daz:
#1709 posted by metlslime on 2004/04/20 22:26:34
To do that, you would at the very least need compiler support (light.exe) and engine support.
To make it a per-surface property (like in medal of honor and other games) you'd need editor and qbsp support, too.
However, a hack that would work in most custom engines is to build the map with HIGH-res textures, with texture scale set to 0.5 or something, and then include LOW-res .tga replacements. This would effectively increase the lightmap resolution.
P.S. Lightmaps are at a 1:16 resolution to textures, not 1:1.
Gah
#1710 posted by DaZ on 2004/04/20 23:11:22
well no wonder no-one has done it already then... :)
Would be great if it did become possible though, re-lighting all my old maps to see the changes would be very cool.
Curious
#1711 posted by HeadThump on 2004/04/21 01:46:27
At 1:1 ratio would not every pixel in the textures be sampled in, and would not any ratio level above that be redundant? Just my guess (hey, those old tutorials on flip-code have to sink in somewhere).
|