@ericw
#18442 posted by damage_inc on 2017/04/27 02:07:16
Thanks so much. Bookmarked!
Ericw
#18443 posted by negke on 2017/04/27 08:40:20
TxQbsp reports WARNING: Vertexes 33657 exceed normal engine max 32767.
But it seems there are no consequences, maybe only in software Quake.
#18444 posted by Spike on 2017/04/27 15:11:05
vanilla's vertex limit is 65535 apparently.
I didn't check the asm to ensure that it doesn't sign extend, but otherwise the datatypes are already unsigned and thus already 65k.
#18445 posted by PuLSaR on 2017/04/27 17:05:06
What engine was that with?
Quakespasm, don't know the version, I guess the recent one. Gotta check it out myself.
Btw it was with func_illusionary, not func_wall if that matters. Works correctly in latest mark v tho.
Question About WinQuake R_surfs And Edges
#18446 posted by Redfield on 2017/04/29 01:22:55
Hi, I've been searching for some info but wasn't able to find anything conclusive. The map I'm working on is almost done, I've made some huge changes and the map is now fully playable in WinQuake, a program I've not used in... let's not say how long.
The only problem is greyflash, I know easily fixable by setting r_surfs and r_edges to say 10000, and the map runs perfect. I wan't to reduce the amount of polys being rendered so the map runs akin to and id map. Essentially max 800 surfs, 2400 edges. I am almost there, 80% of the map is below this limit.
Will doing a full vis help this? Haven't done it yet and it may take at least a day or so. Is there any other way to reduce what is rendered, I've already simplified and added "S turns." Any help is appreciated.
Thanks.
#18447 posted by Rick on 2017/04/29 02:47:45
I think you should have run vis first, before making huge changes. In GLQuake, vis can reduce r_speeds by a factor of 10 or more. If that has any correlation to r_surfs and r_edges in WinQuake, it may have been all you needed to do.
#18448 posted by Redfield on 2017/04/29 03:03:38
Yeah that's what I was guessing. The reason I made changes had nothing to do with VIS. I had to reduce entities, edicts and marksurfaces to be compliant with WinQuake. I will give VIS level 4 a try though. Thank you.
..a Health Consuming Doubt
#18451 posted by komagama on 2017/05/12 04:25:08
help guys:
I'm trying a Q1 total conversion(a true one! as Carmack stated in gpl readme) and I created my monsters totally re-skinning the standard knight model in qme.
So,in a supposed commercial release, may I use them also with the knight animations left untouched in qme ?
-my monsters don't resemble id original in any way and after all animations frames are only numeric values in qme.. not assets I guess-
Since
#18452 posted by Qmaster on 2017/05/12 05:39:21
the knights are in the free shareware Quake demo (pak0.PAK), you're fine.
Shareware Does Not Mean Free To Use
#18453 posted by No on 2017/05/12 08:34:37
Besides, shareware Quake may only be used to testplay the game, not used to run mods or build upon. Don't be fooled by things like nQuake and the like claiming it's all legal and "free Quake".
Not A Lawyer, However:
I'm pretty sure the sources were GPL'd and not the assets. Unless you're remodelling the whole thing from scratch, you can't use so much as a frame.
..interesting
#18456 posted by komagama on 2017/05/12 13:22:48
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
#18457 posted by khreathor on 2017/05/12 18:35:24
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
Make new, better models. Old ones are ok, but for example UVs are garbage, wastes a lot of space.
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
Laziness... ;D
Making TC is like making a new game. idTech 2 is quite outdated and has few annoying downsides, so I guess people prefer to work on their project with newer engines, especially when engines like Unity/Unreal are widely available.
The Only Positive To Using Idtech2
Would be if you were already familiar with it and wanted to develop in an iterative manner, replacing what you needed to as you got to it.
... And having said that there are probably still better options out there for this.
Lightmapped Water
#18459 posted by necros on 2017/05/13 17:58:03
hey guys... what's the current state of lit water? engines that support it? main branches of compilers that do?
Item_key1
#18460 posted by brassbite on 2017/05/13 19:21:28
How do I turn the key into a rune key?
I don't know the spawnflag or key name.
#18461 posted by ericw on 2017/05/13 19:28:00
"worldtype" "1" in worldspawn
(there's also "2" for base keys: https://quakewiki.org/wiki/worldspawn )
Worldtype
#18462 posted by mjb on 2017/05/13 19:29:34
Change Worldtype key to value 1 (Metal/Runic) from World Spawn.
Which Ambient Sound Change In Different Worldtypes?
#18463 posted by brassbite on 2017/05/13 23:33:56
As the QuakeWiki says that it's not only for the purpose of changing key models.
Thanks anyways for that info.
It Only Affects Keys And Doors
#18464 posted by negke on 2017/05/14 00:12:39
Different key models and pickup sounds, and the sounds/touch messages of key doors.
Sorry One Last Question..
#18465 posted by komagama on 2017/05/14 13:57:39
When creating my own monsters/animations in QME do I have to maintain all references, names/numbers of frames, numbers of vertices/objects or else QC will go mad and possibly won't load ?(!)
thank
#18465
#18466 posted by khreathor on 2017/05/14 18:31:43
If you want to use original progs, then you'll have to keep same frames as original models, because reading frames into animations is hardcoded in QC.
So for example if run is on frame1-frame10, you'll have to make new run animation in this range.
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