Sacrifice
#17665 posted by mjb on 2016/12/01 13:49:59
Are you using -level 4 for your VIS? You could try just a normal VIS just to see.
You could also share your .map file for others to analyze and see what could be done.
That's entirely up to you though!
#17666 posted by Mugwump on 2016/12/01 13:51:15
Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these.
NewDetail
#17667 posted by mjb on 2016/12/01 13:59:30
NewHouse,
Yes that is a good example of using func_details.
Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS?
Func_detail
#17668 posted by khreathor on 2016/12/01 14:40:35
It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same.
Important thing is to not use them as main walls closing your map - VIS will get rekt this way.
Thank You* Another Question About Func_Illusionary
#17669 posted by Newhouse on 2016/12/01 15:07:27
#17670 posted by Newhouse on 2016/12/01 15:09:35
To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case.
well that's uh.... not an intended feature.
#17672 posted by Rick on 2016/12/01 16:16:40
I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be.
#17673 posted by Newhouse on 2016/12/01 16:30:25
Hmm.. it should be fully vised, no leaks etc. I use -level4.
Is Your QuakeSpasm Up-to-date?
#17674 posted by Mugwump on 2016/12/01 16:36:28
#17675 posted by Newhouse on 2016/12/01 16:48:39
If it is 0.92.1 then it is up to date.
I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues.
#17676 posted by Naitelveni on 2016/12/03 00:48:57
yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!
im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller.
Easy
#17677 posted by madfox on 2016/12/03 00:58:27
light.exe
-fast
easiest way, less calculate time.
-extra
Calculate extra samples (2x2) and average the results for smoother shadows.
-extra4
Calculate even more samples (4x4) and average the results for smoother shadows.
Oops
#17678 posted by madfox on 2016/12/03 01:01:28
I ment vis.exe.
#17679 posted by Naitelveni on 2016/12/03 01:08:01
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
(https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)
i placed the skybos in id1/gfx/env
in trenchbroom i gave world entity "sky" "sky-dragonheart_"
and nothing happened. What went wrong?
Name
#17680 posted by mjb on 2016/12/03 01:43:47
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_"
#17681 posted by Naitelveni on 2016/12/03 02:10:39
Directions
#17682 posted by mjb on 2016/12/03 02:13:58
I think there should be the 6 cube sides for the skybox files.
Like sky-dragonheartup_
"""down_
"""lf_
Can you open the pak and see if those files are contained?
#17683 posted by Naitelveni on 2016/12/03 02:22:45
i dont know how to extract pk3.
can you send me a skybox file that i can test?
#17684 posted by Naitelveni on 2016/12/03 02:23:39
i downloaded the skyboxes from quaddicted
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
i think they should be 6 sided
#17685 posted by Naitelveni on 2016/12/03 02:24:58
is there a texture that i have to give to a brush so i can see the skybox? like sky4
#17686 posted by khreathor on 2016/12/03 02:44:30
#17683 - You should be able to open it with any zip extractor, if I remember correctly;
#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation
#17685 - you have to use sky texture;
@newhouse
#17687 posted by Baker on 2016/12/03 13:38:28
That's probably caused by a lack of sorting by distance for entities with transparency.
FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.
I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..
And tuning some optional effects video and updating the Mac build.
Naitelveni
#17688 posted by negke on 2016/12/03 15:11:14
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile.
#17689 posted by Naitelveni on 2016/12/03 16:10:50
you have to use sky texture;
What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox
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