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Nonentity 
Anger is alright but I rather stay clear of shit, fuck, piss, cock etc. 
Didn't Know 
H2SO4 was a map actually? 
Sorry 
no fooling with acids. 
Yeah 
Pen and paper are your friend. 
Hmm 
Please, vitriol is so much more than mere profanity. 
Is that why you're no entity anymore? 
I Just Don't Get It 
I tried to download the High Resolution Pack for DN3D from their site yesterday and spent 40 minutes to get me a 99% download.
I waited hald an houre without progress.
Then I quit the site having no folder in my index.

Today I tried again and saw the 400Mb in 10sec(!) on my hard disk.
Trying it again to make sure if nothing went wrong bunched me back
to a delay of 40 minutes with shady outcome. 
DOW2 
Half price weekend deal.

I'm weak. 
Mapgen Convolution 
Preach laid out the difficulty of looping the generated tree structure. A related task is convolution, make the map twistier and more compact. One way: notch map tiles to make pockets for endcaps, and don't even check endcap collisions in qc.

Convolution pics (also prove jooobs not yet in danger):
http://qbism.com/_extfiles/qbmg17-4.jpg
http://qbism.com/_extfiles/qbmg17-5.jpg

7 map tiles in editor, 36 brushes:
http://qbism.com/_extfiles/maze17.jpg 
Interesting Though 
More complex tiles with retouch and entity placement by a mapper could produce nice results. 
 
not bad. 
 
it would be interesting if this could be applied to something more 'acute'.

instead of generating an entire level, could it be used to generate, say, a wall?

give it a box map and have the thing greeble everything. 
 
Also, try making it generate several levels connnected by stairs or lift shafts, so a mapper can fill in the actual lift. Perhaps also a second level/gallery to every room would be good. 
That Might Work 
Mapgen collision-detects against world and func_notile regions placed by the mapper, so could be trained to generate near walls, a 'greeble vine'. func_notile can be used to keep the greebles from blocking pathways. A network of conduit in a service corridor is an example. 
Necros 
The original mod actually had an example mod doing something similar - although it didn't help that it was by far the ugliest map in the pack.

If you grab the mod from
http://qexpo.quakedev.com/booth.php?id=32&page=113
and load the "desert" map, you can see the effect. Instead of walls in a large room, you can see randomly generated roads being placed in a fixed desert map. But the idea of bounding the playing area with a fixed space is the same.

on lifts: I actually wanted to make a tile in the space set which was multi-floored, with a lift going between the two. You can already attach entities to a tile; I just dithered over doing a lift. All the qc source was written from scratch, and I wasn't sure about starting to include original progs code just to get the lift working. So it never made the cut... 
Btw 
Where are Kell, Kinn? Are they still active? 
Dead. 
sadly 
Scampie 
Did you burried them alive? 
 
negke why my maps look dark in your computer? :\ and the lights of mines are the same as necros maps for example? I don�t need to adjust the lights to others maps... :| does other people also think that my lights are to dark? maybe when I return into mapping I should increase the lights a bit...?!?!? 
Trinca 
negke is almost blind: don't trust him !!! 
Trinca 
Yes, sm155_trinca was very dark. 50 more I guess. 
 
OK, i will start using gl_gamma 0,5 and gl_contrast 0,5 to

i always use 0,7 
No 
Use gamma 1 (disabled) and set the brightness slider to 0. Base your lighting on the default values.

Lighting always looks different - (brighter/darker - on each individual monitor (and possibly engine, too). The key is to find the golden mean. 
Who Are They? 
 
Ask 
Lunaran. 
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