Thanks Preach
#17167 posted by Mugwump on 2016/09/24 01:36:07
Duly noted.
I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later.
#17168 posted by PRITCHARD on 2016/09/24 02:09:41
Isn't this for the noir jam? There are other custom skins being made for it, like that dapper-looking grunt. I'd imagine the fish can just be added the same as them, unless it's working differently for them because it's a replacement.
Yes It Is
#17169 posted by Mugwump on 2016/09/24 03:09:34
I'll ask Shamblernaut when I'm done with my fish. They won't be a total replacement, though, I intend to keep the regular skin if I use other fish as enemies. These two will be unique in the map and won't be actual enemies, only a fullbright visual treat locked inside an aquarium (I'll also need to figure out if it's possible to remove them from the frag count).
Anyway, I don't think my map will be ready for the deadline, fish or no fish. I'll see with Shamblernaut if it's possible to release it as a DLC when it's done.
Can Somebody Explain This?
#17170 posted by Mugwump on 2016/09/24 03:13:03
So, I was making a preliminary test for the Rumble Fish/Sin City-inspired map I have planned when I noticed something weird.
To enhance the comic book feel, I made a set of solid white textures with black outlines and solid black textures with white outlines. Used the latter in a box room to see how they looked in-game.
Everything looked good at first:
http://imgur.com/a/AWzaK
But when I got closer to a corner and looked up, I saw this:
http://imgur.com/a/BvODP
It also happens on a floor texture I converted to pure B&W. It looks fine around the player but have a look at the part I circled:
http://imgur.com/a/W8qE5
What's the deal?
If pics aren't clear enough and you want to take a closer look, here's the bsp with the source map included (made for AD):
http://s000.tinyupload.com/index.php?file_id=72319378107589442495
#17171 posted by PRITCHARD on 2016/09/24 03:26:31
That kind of looks like anisotropy. I'm not sure what the deal with that is in Quake engines these days, though. If it is what's causing it, then there's no fix. You can't force users to filter.
#17172 posted by Rick on 2016/09/24 03:30:25
Mipmapping probably
And The Winner Is...
#17173 posted by Mugwump on 2016/09/24 03:53:19
Pritchard! It was a brand new install made specifically for my mapping works and I had forgotten to set anisotropic filtering. It was set to 1, which would be the default I guess. I set it to 8 like I always do and the issue disappeared.
Pritchard, here's your prize: a coupon allowing you to facepalm me if we ever meet in person.
https://img.ifcdn.com/images/99bdb68b0fcad2043abbf97f1390375662d75e070a31a010cb1502dd48d5a7e5_1.jpg
#17174 posted by metlslime on 2016/09/24 03:54:36
looks like mipmapping
Lol Its Both
#17175 posted by Qmaster on 2016/09/24 04:44:44
The Anisotropy is for the floor but I believe it allows the mipmapping to take place further away. You could probably remip those textures, esp the wall. If you didn't remip them then it will use the old full detail texture (albeit scaled down), you can do it in Wally. I think there is an option for Remip all actually.
#17176 posted by Mugwump on 2016/09/24 05:12:30
Anisotropic filtering fixed my corner overhead too.
Actually, it was TexMex that generated the mipmaps from the full-size textures. I did notice they looked slightly wonky in TexMex but I attributed it to the display method, like when you use a font in Word in a small size. You say Wally can do better?
#17177 posted by Mugwump on 2016/09/24 05:18:39
Do you have a link for Wally? I googled it and found a wallpaper changer.
#17178 posted by khreathor on 2016/09/24 05:26:28
http://www.quaketerminus.com/tools/wally_155b.exe
I use Wally for packing WADs, TexMex is driving me nuts...
Shame that Slade can't pack Quake WADs, it's a very good tool.
Thanks, Khreathor
#17179 posted by Mugwump on 2016/09/24 05:29:45
#17180 posted by Rick on 2016/09/24 05:48:33
You can turn off the auto remipping option in TexMex. I don't know what happens if you do. Does then engine just create them on the fly?
#17181 posted by ericw on 2016/09/24 06:43:07
Pretty sure fitzquake/QS ignores the mipmaps in the bsp, software engines use them though.
Not sure about glquake and other gl engines.
QS Is The Engine I Used For The Test.
#17182 posted by Mugwump on 2016/09/24 06:54:20
Buttons
#17183 posted by PRITCHARD on 2016/09/24 12:20:07
How can I make a button that doesn't move when it's pressed? Looking at the qc, a button that doesn't have the lip value set will default to a lip of 4, which means that setting lip to 0 essentially sets it to 4.
Does anyone know a way around this? I've been fiddling for a little while now with values and I can't find any values that work.
-0
#17184 posted by anonymous user on 2016/09/24 13:45:35
signed zero may work.
#17185 posted by PRITCHARD on 2016/09/24 13:48:39
No dice :(
Pritchard
#17186 posted by ww on 2016/09/24 13:51:38
if you make a worldspawn clone of the button and use hintskip, then texture only the face of the skip. Seems to work for me
Raising Enemies
#17187 posted by PRITCHARD on 2016/09/24 13:54:27
I'm currently trying to make enemies rise out of a liquid for my map. Unfortunately I seem to be running into trouble with the func_door brushes stopping when they are obstructed by the enemy, although they eventually will succeed if triggered multiple times. Any advice on avoiding this?
I Understood Some Of Those Words
#17188 posted by PRITCHARD on 2016/09/24 13:56:15
I have no idea how to make worldspawn clones of the brush or hintskip. It sounds hard :/ I ended up "solving" the problem by altering the brush behind the button so that z-fighting never happens when the brush moves back.
Similar Idea
#17189 posted by ww on 2016/09/24 14:29:19
Here's a link with the bjptools-phong files where you can grab the hintskip wad. You can texture the skip and it will be a nonsolid/textured brush in game.
Non Moving Door
#17190 posted by Rick on 2016/09/24 15:05:26
Setting the lip equal to the thickness of the brush worked for me on a door used as a button. The brush is 16 units thick and the lip is set to 16. The movement is set to down (-1).
#17191 posted by PRITCHARD on 2016/09/25 15:28:38
I'm trying different things at this point, such as a func_train, but I still can't overcome the blocking issue posed by trying to lift flying monsters. Has anyone managed to do it in their map? :(
|