ah nvm, got it (it's 'wait')
Bit Of A Technical Question Here
#19430 posted by Kinn on 2018/01/16 23:51:01
Been trying to get my head around the Valve220 map format.
https://developer.valvesoftware.com/wiki/MAP_file_format
What's the point of the "rotation" field?
There's a not-particularly-clear description of it on that page, but I still don't get why it's required when you already have two vectors defining the "right" and "up" of the texture.
Possibly related, but in Netradiant, if I do a fractional texture rotation (e.g. 13.6 or whatever), only the integral part (13) gets saved to the "rotation" field in the .map, yet the extra precision is not being discarded, because it's generating different "right" and "up" vectors, compared to if I just rotated it by the integer 13.
It's almost like the "rotation" field is just for show, but why?
Rotation Field
#19431 posted by Qmaster on 2018/01/17 00:33:29
It's a cheat. Rather than the editor (JACK or Hammer only) having to calculate the relative rotation of the texture UV space every time it loads a face into a brush, it merely calculates this during save and puts it into the .vmf or.map.
At least U think thats what it's for. Old Worldcraft 3.3 needed some hackery if I recall to read it. Whoever did the WC3.3 patch might know for sure.
#19432 posted by ericw on 2018/01/17 03:12:09
That field stores the knob position of the Hammer UI. It's not used by qbsp when compiling the map.
I guess the reason it was done this way is, you can rotate the brush with texture lock on, and this won't cause the texture rotation knob in the UI to change on its own.
Knobs And Things
#19433 posted by Kinn on 2018/01/17 12:28:28
interesting cheers, so it's pretty irrelevant.
what's a good method to creating arches that match up with the arch textures? in JACK I would use the primitives and CSG but that was funky sometimes and TB doesn't have those functions at all.
#19435 posted by muk on 2018/01/22 00:56:55
#19436 posted by muk on 2018/01/22 00:57:56
derp. a description would probably be nice:
theres an arch tutorial for Trenchbroom.
_bounce In Ericw-tools
#19437 posted by nicknick on 2018/01/24 09:49:39
Hi!
Is there a way to control/turn off the bounce lighting specifically on _sunlight and _sunlight2?
Not At The Moment Afik
#19438 posted by ericw on 2018/01/24 10:57:39
but it's a good suggestion!
Thank You, Love Your Tools
#19439 posted by nicknick on 2018/01/24 12:07:40
Engine Question
#19440 posted by Kinn on 2018/01/24 21:48:43
Is there any difference in physics whatsoever between a trigger that was created in the editor as a brush model, and a trigger that was spawned dynamically in the QC? I'm guessing the answer's "no", but wanted to double-check.
#19440
#19441 posted by Spike on 2018/01/24 22:16:46
no. either way, solid_trigger is an aabb. the shape you set in the editor is irrelevant, only the bbox extents are meaningful.
so one uses setmodel and then discards the model, the other can just directly use setsize. same result.
Nice One
#19442 posted by Kinn on 2018/01/24 22:18:17
That's the answer I was expecting and indeed hoped for. Cheers :)
Colored Lighting
#19443 posted by Rhoq on 2018/01/26 03:16:50
Working on some colored lighting in a map. I had been tinkering around with the Arcane Dimensions stuff, and left those settings on when I originally setup the lights. My lights look really good in AD. Later, when playing the map in Quakespasm with no mod, I noticed the colored lights are pretty crappy by comparison, and I'm not sure if its a matter of settings or if Arcane Dimensions just had a different lighting setup than Quakespasm can do on its own. I feel like there's a setting I'm missing or something, perhaps a rendering setting in the engine I need set in the config?
Shabby Lighting
Screenshot 1 with Quakespasm: https://imgur.com/bhmaPJv
Screenshot 2 with Quakespasm: https://imgur.com/avdiEJk
Pretty Lighting
Screenshot 1 with Quakespasm + AD mod: https://imgur.com/jA1Jjys
Screenshot 2 with Quakespasm + AD mod: https://imgur.com/fcMKFl1
Bonus Question: Does Arcane Dimensions mod always use the new health and ammo models or is there a way to tell it (in map settings) to use the classic models?
OS: Windows 7 64bit
Client: Quakespasm v0.93.0 x64
Editor: J.A.C.K. 1.1.1064 64bit
Skip Textures
I created these for the video tutorials I am working on. Not pretty but you may find them useful.
Link on Quaketastic
Screenshot
Problem Adding Textures
#19445 posted by spjuver on 2018/01/26 07:57:36
Hello, I'm having difficulties setting up textures in trenchbroom. I have followed instructions and added Texture compilations WADs, but the textures doesnt show up in the browser...am I missing something here?
Problem Adding Textures
#19446 posted by spjuver on 2018/01/26 09:43:13
I noticed I get the following error message when adding a WAD:
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
Maybe!!
Quake path not set?
@spjuver
#19448 posted by madfox on 2018/01/26 23:05:29
click "face" right up screen, aside Map Entity.
texture browser +
Add texture wad set path.
@spjuver
Has to be your Quake directory. As Pyro said.
@19443
#19450 posted by Spud on 2018/01/28 06:20:24
I don't think there's anything different lighting-wise in AD, or at least there shouldn't be given lighting is baked into the map, and a quick look at the documentation file and configs doesn't show anything. Normally if you're getting issues with colored lighting, it's due to the engine not supporting it so it either doesn't show up at all or shows up as standard white lights, but you've clearly still got some kind of color going on in the standard QS screenshots. I tried replicating it with multiple lights overlapping, different light values/types, etc. and couldn't get that 'colored outline' effect, would you mind uploading the map (and your own compiled .bsp) to see if the same thing happens to others?
Bonus Question: Does Arcane Dimensions mod always use the new health and ammo models or is there a way to tell it (in map settings) to use the classic models?
AD always uses its new models IIRC; there's a couple variants including a metal-sided style based off the id1 boxes (the same way AD includes updated weapon world models, enemy models, etc) but they're normally limited to the base worldtype, being replaced by the wood-sided boxes and health potions in medieval/runic. Glancing at the qc files shows there's a skin_override key available for both health and ammo entities that you can use to force one model or the other though, so give that a whirl.
Trenchbroom Error / Help
#19451 posted by Griffin on 2018/01/29 06:38:35
Hey guys. First-time mapper here working on a, hopefully, exciting map that I'm eager to finish and release. I've been working on it daily for the last 7 days and learning as I go. I'm having an issue, however, that maybe someone could help me with? So the level is coming along and I'm moving into a new section. It's at the end of a hallway and then I'm trying to make a path to the left. Everything compiles right with that new path but when I extend it to make it longer, there is an error compiling. It says "Mixed face contents in leafnode near (835.43 -192.00 72.00)" and I sort of know what that means as I've had to fix those kinds of errors before. Problem with this one is this hallway, floor, etc are not bumping into anything, are connected properly, and all that. There's literally nothing for it to run into so I'm not sure what's happening. Any ideas?
Error (cont)
#19452 posted by Griffin on 2018/01/29 06:52:26
Run into meaning sky and wall, for example. That's where I saw that error before was when my sky was encroaching on some walls. Cleared it right up after editing it a little but this error I'm having currently is really confusing the hell out of me. I don't know why the new section will compile right when it's a small size and then cause everything to screw up when I extend it a few meters down. I've tried building other stuff in that area and it seems that there is a point of no return kind of deal going on.
#19453 posted by Griffin on 2018/01/29 07:30:47
It's for Quake 1, if that matters.
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