About Fog
#1761 posted by JPL on 2004/04/28 03:42:10
Hello,
I've seen FitzQuake/GLQuake are able to support fog option: this one can be added via the console typing fog < value 0 to 1> . It adds a fog effect (fog 0 => no fog / fog 1 => you can't see anything but foggy grey screen)...
My question is: is there a method to add this feature in the level editor (using worldspawn entity or other thing) to avoid console typing, or configuration changes into .cfg file ??
I would like to add a smooth foggy effect near the ground of my map..
Is there anybody who have an idea ??
Thanks..
Fog
#1762 posted by glassman on 2004/04/28 04:29:01
You won't be able to add it just near the ground as what you're talking about is global fog. You would need volumetric fog to just have it in specific areas eg. in Q3 you can make a fog brush to just cover the area you require.
Various Q1 engines support global fog - look in the engine help files to find how to enable it. You should be able to control the depth of the fog as well as its colour.
Some engines also allow you to set triggers to turn it on & off for example when you move between inside & outside areas although this needs to be done with some care so the player doesn't notice.
Glassman
#1763 posted by JPL on 2004/04/28 04:52:55
OK, it seems to be a little complicated to add fog feature... so I have to forget it.. grrrrr... :(( but I continue thinking it should be great to add foggy environment directly with a level editor: this can clearly increase player insecurity feeling... foggy effect (near the ground or globaly in a full map) is pretty cool to prepare monsters trap, adding secret area without teleport, etc..
Perhaps future Quake engine and level editor will fully support the this stuff.. I hope..
Thanks for your response...
JPL
#1764 posted by Vondur on 2004/04/28 04:58:12
If you'd map for the Nehahra, you'd be able to manipulate with many such features as fog etc from the editor....
Vondur
#1765 posted by JPL on 2004/04/28 05:18:10
I apology for my ignorance but... what is exactly Nehahra ??
Volumetric Fog In Q1
#1766 posted by Fern on 2004/04/28 06:01:23
It can be done in a sort of hackish way. Just use a progs.dat that lets you send commands directly to the console with a trigger (hipnotic would work) and set up concentric triggers for increasing density of fog.
It would give the illusion of the player walking *into* fog, but you wouldn't see it from afar.
Although from what Vondur said... Nehahra supports real fog? huh.
Vondur
#1767 posted by JPL on 2004/04/28 06:02:42
I apology for my previous stupid question... I found the stuff on planetquake server after an internet quick search... I've seen your are involved with CZG in this projects... Nice work really reagrading the screenshots...
Bye...
Fern
#1768 posted by JPL on 2004/04/28 06:11:19
Thanks for the info...
I will try it in the future on a litle test map...
It is difficult for a beginner like me to ensure a correct performing of this feature, so I'm pretty sure that when my first map will be released (hoping it will be done one day...), foggy environment will not be included.... even if I found the correct way to include it.... Anyway, I seriously have to improve my mapping effort to build maps as good as some designer do... and so to be able to create some cool feature like foggy environment in a map...
Thanks again...
Headthump, Inertia,
#1769 posted by necros on 2004/04/28 14:51:46
just wondering if either of you got my messages. my email has been pretty wierd lately.
Necros
#1770 posted by inertia on 2004/04/28 15:49:08
yeah i did, i tried to get the mod running with fuh with -mem 32 and it still said out of memory, i will mess with netquake clients tonight and check it out
Well
#1771 posted by necros on 2004/04/28 19:06:20
i don't know what's wrong with the other engines, espcecially because fuhquake uses the quakeworld code and not regular netquake code.
i do know it works fine in fitzquake, regular glquake, tyr-glquake and software tyr-quake. it doesn't appear to work in regular winquake though, but it does work in tyr-quake which is essentially the same thing.
i've been using 32mb of ram all the time and it works fine.
i'm posting this here incase Headthump is having the same problem, so he can check this post out...
Necros
#1772 posted by HeadThump on 2004/04/28 19:49:11
I'm afraid the e-mail didn't come though.
...
#1773 posted by necros on 2004/04/28 20:27:06
is you're email the one listed in your profile here?
Yeap, I Double Checked If It Is Correct
#1774 posted by HeadThump on 2004/04/28 20:50:08
That is the one. I'm missing an email today Nengt as well. It may have something to do with file size. I have a 1.5 meg restriction on things sent out on the account but have never had a problem recieving e-mails larger than that.
Well, It Can't Be That
#1775 posted by necros on 2004/04/28 21:35:34
because both times i emailed you, i gave a link to the url.
have you tried emailing me? i haven't gotten anything from you yet if you have...
Necros I Sent An Email
#1776 posted by HeadThump on 2004/04/28 22:50:37
Did you get it?
Yep.
#1777 posted by necros on 2004/04/28 22:54:16
i replied directly, so if this doesn't work then... heh :P
I Got Mail!
#1778 posted by HeadThump on 2004/04/28 23:31:22
<no topic>
I Had To Go Watch The Daily Show
#1779 posted by HeadThump on 2004/04/28 23:33:55
Hence the odd time delay.
.
#1780 posted by necros on 2004/04/28 23:40:52
whee!
Qbsp
#1781 posted by necros on 2004/04/29 00:18:12
aguire: what is the theoretical maximum amount of brushes your qbsp can handle?
These brushes would be very small (roughly 8x4x16 units, not necessarily rectangle) and mostly detail type stuff, not sheer size of the map type brushes.
what other problems can crop up from having a lot of detail type brushes?
say the actual map size is actually small to medium in size, maybe 1.5 times the size of e1m1, or like my nesp16.
Brush Limits
#1782 posted by aguirRe on 2004/04/29 05:14:47
are in TxQBSP 64k and TreeQBSP unlimited. I've recently tested with one of Mike Woodham's maps that had 32k brushes and neither of my compilers had any problems with the brush amount.
However, having extremely many brushes will significantly increase compile time and increase the risk of float errors piling up and finally create leaks, clipping errors and HOMs.
Also, normally it's not the # brushes that kills the large map, it's the resulting # clipnodes, nodes, leafs, marksurfaces or other objects that have limits, either in the tools and/or the engines.
Not to mention vis processing times when vis leafs/portals go through the roof ...
I'd suggest that you start easy and check often that the tools/engines can still handle it.
Re: FuhQuake
#1783 posted by aguirRe on 2004/04/29 05:23:19
I made a brief test of your ne_lend_q1 map with the latest FuhQuake and it seems to have problems with it, even with -mem 64.
I checked the source too and it doesn't seem to have done anything at all to the limits I've fixed recently. That may explain why it can't deal with your map.
Even FitzQuake 0.75 has problems with it if you e.g. set -heapsize 29000. After loading, the engine starts to choke, consumes a lot of virtual memory and then finally aborts with an error message.
I hope metlslime can find a cure for it, it's a bit tricky.
Quake Game Skill
#1784 posted by JPL on 2004/04/29 06:36:43
Hello,
I' about to finish my map, and I started to add some monsters... but in order to play several game skill (easy to nightmare), what are the requirements when adding a monster entity in the map ?? ... I mean, do monster entities need a special field to specify clearly the skill they are involved to ??? Or does the game upgrade monsters aggressivity itself ???
Thanks
JPL
#1785 posted by Fern on 2004/04/29 06:49:29
You can use the spawnflags to control at what skill levels an entity appears. On Nightmare skill they automatically have a more aggressive AI. The other skill levels all use the same... you just get more difficulty by having more monsters appear in those skill levels.
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