Clarification
#17860 posted by mjb on 2016/12/22 23:12:49
I haven't completely greyboxed a map either...but I have a significant visual plan in my mind of how the layout will be. Ultimately I go room by room and wing it to achieve said layout. It almost always deviates from the original. ;)
Vines
#17861 posted by PRITCHARD on 2016/12/23 00:30:06
Vines in AD are a combination of a texture with palette colour 255 and func_illusionary. They do not use brushes with the alpha key set to achieve that.
Engine support can be a bit of a hangup - mostly DarkPlaces, since the first download offered on the site is from 2014 or so and doesn't have support. Other modern engines and newer versions of DP support transparent textures just fine though.
#17862 posted by muk on 2016/12/23 01:05:35
I mention "alpha" in conjunction with "func_illusionary" because he asked about transparency, not because I think its required for func_illusionary to work.
I typed my initial response while still in bed. I should've spaced out both ideas.
Alphabeta
#17863 posted by PRITCHARD on 2016/12/23 01:32:47
The alpha value will not have the desired effect - the entire brush will be transparent. The vines in AD are entirely non-transparent, but the rest of their texture is. That's completely separate from the alpha value of the brush.
#17864 posted by PRITCHARD on 2016/12/23 01:34:35
#17865 posted by ericw on 2016/12/23 01:59:57
The vine feature is called "fence textures" or "alpha-mask textures".. the texture name also needs to start with a "{" character.
(sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's)
Pritchard:
#17866 posted by muk on 2016/12/23 02:18:36
Most of the techniques I employ are derived directly from "top tier" maps.
Func_illusionary + alpha is in use in ad_necrokeep to good effect.
http://imgur.com/a/2S7ZP
#17867 posted by Mugwump on 2016/12/23 07:49:05
sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's
I didn't know that. The September 2016 and newer builds, however, do support alpha-masked textures from the get-go and don't need this command.
@Pritchard The DP site at icculus doesn't seem to be maintained these days. The new builds are not in the /download subfolder but in /files (which is, of course, not accessible via the on-screen menus).
Water Brushes
#17868 posted by topher on 2016/12/23 17:34:54
i have 15 water brushes. there aren't gaps or intersections between brushes.
i tested the map in quakespasm and i can swim without problem of any kind.
can i expect problems or bugs with what i did?
weird bugs, problem with other engines, something like that.
http://imgur.com/a/cqDlp
(i put this message in the QUMP thread, but here is better. i can't erase the other message)
Compile Problems
#17869 posted by ranhcase on 2016/12/23 17:42:35
i'm having problems compiling a map, i have everything set in a profile but i keep getting a error "execution of command 'C:(the path of the .bsp compiler)" andt1.bsp' failed (error 267: the directory name is invalid.)" what do i do???
#17870 posted by skacky on 2016/12/23 17:57:14
Make sure all your directories have names without spaces.
#17871 posted by ranhcase on 2016/12/23 18:09:43
none of them have spaces :p
#17872 posted by ranhcase on 2016/12/23 18:15:37
also, when i try to launch it, this "W_LoadWadFile:couldn't load gfx.wad" appears, the engine is Quakespasm
Ranhcase
I assume you are compiling in Trenchbroom. I am willing to bet you have a small typo or hard to find syntax error in the setup. I am pretty experienced and that interface is too much for my tiny brain. I would suggest downloading and using Necros' compiling utility. Just keep it running and pointed to your map and alt-tab to it when you save. It works beautifully and is very easy to use. After you have it setup all you will have to change is the mapname when you Save As... or start a new map. Download it here: https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip
#17874 posted by ranhcase on 2016/12/23 20:45:48
i don't know what i'm doing wrong. it seems like i've set up everything correctly, it even compiles(it seems), but the .bsp file doesn't appear in the output folder(and in any other folder).
#17875 posted by muk on 2016/12/24 01:24:57
http://imgur.com/a/l5klI
uuuuuh...dumb question of the day..why are surfaces multicolored?
Ignore That.
#17876 posted by muk on 2016/12/24 01:33:07
Solved thanks to scampie via twitter.
My .lit file wasnt updated
Ranhcase
#17877 posted by topher on 2016/12/24 01:39:03
@Ranhcase
Did your map used to compile? or are you trying to compile it for the first time?
If is did compile, perhaps try deleting some of the more recently added brushes (save a new version first!), particularly any that overlap.
I've had a similair problem where the map wont compile, and each time it was due to a single brush that must have overlapped in a strange way.
"W_LoadWadFile:couldn't Load Gfx.wad"
#17879 posted by topher on 2016/12/24 01:50:44
this message is caused by the working directory.
launch the game from a .cmd or a .bat
this line ensures the correct working directory, which is the directory in which the binary file is located.
pushd "%~dp0"
and '%*' pass all the arguments to quakespasm.
quakespasm.exe %*
so, a .cmd script with this two lines
pushd "%~dp0"
quakespasm.exe %*
Damn...
#17880 posted by topher on 2016/12/24 01:56:46
i forgot this:
the .cmd file has to be located in the binary folder. quakespasm.exe in my example.
#17875
#17881 posted by Mugwump on 2016/12/24 02:06:40
Yay, Saturday Quake Fever!!! Ah, ah, ah, ah stayin' aliiiiiiiiiiiiiiiive!
@ranhcase
Take my advice and try necros' compilier gui. It will take less time than posting screenshots here etc. Give it a shot.
HexenMapper
#17883 posted by ranhcase on 2016/12/24 02:24:17
my map never compiled, not once.
Dumptruck_ds
#17884 posted by ranhcase on 2016/12/24 02:25:33
that's what i used!!!! the second problem i got with compiling is in that!
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