Question
#19730 posted by vaf on 2018/06/14 19:47:58
hello everyone
In terms of performance, is it better to have several sky brushes or a single big bush? Let's say I have a wall with 3 windows; should I make three individual brushes with the sky texture or a single big brush with the sky texture behind the wall?
Thanks
Vaf
#19731 posted by bal on 2018/06/14 20:36:29
It makes absolutely no difference, type r_showtris 2 in the console in game to see how your brushes are turned into triangles.
@Bal
#19732 posted by vaf on 2018/06/15 19:30:28
Alright, that's good to know. Thanks!
#19734 posted by q2fan on 2018/06/21 20:10:58
Just started mapping for Quake 2 and I wanted to know if you guys recommend any command line tools for:
1) bsp, vis, rad. Right now I'm using qbism/q2tools-220
2) creating wad's from PCX?
3) creating font textures?
4) creating skies?
Also, is there any documentation for special Q2 textures like there is for Q1?
https://quakewiki.org/wiki/Textures
@q2fan
Welcome. There aren't as many q2 mappers around these parts. A few. But don't take the silence personally.
Have you visited tastyspleen? http://forum.tastyspleen.net/quake/index.php?board=40.0
Not Really Mapping Help...
#19736 posted by ptoing on 2018/06/22 01:26:57
http://quake.wikia.com/wiki/Cut_content_(Q1)
Those images that look like they are from Deluxe Paint, the ones with the grid, where are they from?
I tried google image search and did not find anything. I reckon at some point Romero released some stuff like this, similar how he did with Doom.
Does anyone have a link to this?
Would be much appreciated. :)
Ericw's Tools And _mirrorinside
#19737 posted by Spud on 2018/06/23 13:07:55
Here's a conundrum for anyone familiar with ericw's tools' extra options:
_mirrorinside (part of the extra options added by qbsp) causes any default brush entity to act as a sort of clip brush, which allows players and enemies to both see and shoot each other through it regardless of what faces are visible or textured with what, but can't be walked through. This applies to both stationary func_walls as well as func_doors (and I assume any other brush entity that acts similarly) and obviously illusionaries as well, which act normally (can be passed through). Any entity that requires being shot (i.e. buttons with health set) become inoperable due to all gunfire passing right through.
It's not listed in the readme anywhere that _mirrorinside should only be used on illusionaries and similar entities, and it does properly mirror the exterior to the interior of any brush entity, so I assumed all was good, but now I realize something's kind of fucky. Interestingly func_details are not affected by this- i.e. a func_detail_wall remains a solid wall that can be neither shot through nor walked through- which makes sense as so far as I can tell one of the main purposes of _mirrorinside is making truly flat fences and similar using a detail brush and making every side but the one you want skip, thus mirroring the one that's left. Just not sure if this is a bug or undocumented behavior, given _mirrorinside seems pretty experimental to begin with- can provide an example .bsp and .map if needed.
Editing Md2 Model Headers
#19738 posted by iVoid on 2018/06/24 00:54:14
Hi everyone, I'm trying my hand at Quake 2 modding and I was hoping someone here could help me out.
So far I'm trying to use Blender, I installed scripts for importing .md2 files but I'm struggling because the .pcx skins aren't supported by Blender... I converted them to .tga but I can't change the .md2 file's header to use the converted skin instead... :\
Any recommendations would be welcome.
#19739 posted by Spike on 2018/06/24 16:38:34
if you can't rename the pcx, rename the tga instead and hope the reader goes by contents instead of some random part of the filename.
#19740 posted by iVoid on 2018/06/25 18:22:02
It didn't work, but meanwhile I did a lot more tests and I think I understand what's going on a bit better.
I still can't get the skins to show up in Blender, but I guess that's just because they have poor support for old model formats. I could get it to work in Misfit Model 3D, but I'd still like to have a way to explicitly edit the md2's headers, which I couldn't do with anything so far.
BTW I love your work! You did a great job with FTE, it's already my favourite port for Quake 2. The only reason I don't use it more is because it's still a bit unstable on my system.
VIS Question
#19741 posted by mafon2 on 2018/06/25 22:16:18
Should I run VIS each time I compile? I noticed that it still looks "vised" without running it and even new geometry doesn't stick.
P.S. there was a place on a map, that got a hole after VIS. But after I compiled it without VIS the hole was gone.
#19742 posted by Spike on 2018/06/26 00:35:06
firstly, never embed fence textures into the worldmodel. tools can't cope with that yet.
in theory, vis is purely an optimisation. in practise there's a few sideeffects like avoiding excessive network bloat or insignificant stuff like checkclient returning world instead of the qc then using a traceline that's doomed to failure.
In the grand scheme of things it doesn't really matter all that much, but be sure to vis before release.
Map Music
#19743 posted by Qmaster on 2018/06/30 15:09:08
In regards to Quake's music, I hate it. Hence I do not have it installed and do not ever bother with setting a track number. But I want to know how to best make my maps for a broad audience.
1. What happens if worldspawn doesn't have a track number set?
2. Which track is the most, er, generic and best suited as a default track? (Ya ya conflicted opinions incoming)
3. Is it possible to set a track number to null so that no cd music plays such that I can play my own scripted music sequences from ambient_generics (think Half-Life style)? I have a certain project that I would like to make more immersive through ambient sounds, triggered music events, and eerie silence in places.
@19743
#19744 posted by Spud on 2018/06/30 15:22:34
In regards to Quake's music, I hate it.
Absolute heresy. Get the cross and torches.
1. What happens if worldspawn doesn't have a track number set?
The track number will default to 0, which doesn't exist and so won't play anything. Some ports will print an error message in the console when this happens, i.e. Quakespasm with external music enabled prints couldn't find a cdrip for track 0.
#19745 posted by Spike on 2018/06/30 20:12:16
Vanilla will continue playing whatever track it was already playing. QS will stop completely. Or in other words, its engine-specific behaviour so good luck with that one...
You can be anal about it and get some mod to send a 'cd stop\n' stuffcmd, but that takes away the user's choices and doesn't really matter that much anyway.
@Qmaster
#19746 posted by Baker on 2018/07/01 02:35:49
See void() ExitIntermission = in client.qc ... for a example.
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2); // <-- Set this --- Track number
WriteByte (MSG_ALL, 3); // (unused in Quake engine)
I would set SVC_CDTRACK to 0 replacing WriteByte (MSG_ALL, 2) to WriteByte (MSG_ALL, 0) to stop music.
It's the best you can do and would work
Quakespasm.
I think track 0 should mean no music. All of the original Quake maps have cdtrack set.
Trying to stuff cmd music commands is evil. Engines shouldn't permit it.
Case in point: If you want to be jerk, stuffcmd "cd eject" every frame.
Thanks!
#19747 posted by Qmaster on 2018/07/01 03:57:07
I agree, stuffcmds can be pretty evil when used wrongly:
"showpause 0;save quick;cd eject;pause;pausable 0\n"
Stuff dat. No really please don't. Everyone should backup their cfg file.
Music
#19748 posted by anonymous user on 2018/07/01 08:30:53
Well if you don't like the default music you can package your own. If you worry a lot about copyright you can just go on youtube and search "royalty free (insert genre here)", Teknoaxe makes some decent quake style tracks, I am thinking abouy using one of their songs for a map I am working on
@Baker
#19749 posted by Spike on 2018/07/01 19:33:09
Numbered tracks need to die, at least for new content. If the server stuffcmded 'cd loop $world.sounds\n' instead then a) it would be functionally the same as svc_cdtrack. b) the field could be parsed specifically and replaced with an actual string.
This would avoid conflicts between maps picking the same track number, and allow mappers to be explicit about the music's filename extension.
This assumes that noone tried 'streamlining' an engine by stripping out compat, and that noone failed to support faketracks properly...
#19750 posted by Baker on 2018/07/02 00:35:18
99 sound tracks ought to be enough for anybody.
Is numbered tracks perfect? No.
But svc_cdtrack works and is Quake compatible.
There is not really a meaningful problem to be found here.
/One opinion
Unless You Are Trying To Go Full Ambient No Music Or HL2 Style
#19751 posted by Qmaster on 2018/07/02 04:32:58
But I think just using track 0 is simplest. Turns out I've always done that so ha! Thanks guys.
Connecting Maps
#19752 posted by madfox on 2018/07/14 11:46:37
I made two small seperate maps with availabe doors.
In Quark6.6 I make a copy of one map.
Then I load the second and paste the first one.
II made sure the maps are on grid and close tight to eachother.
When I try to enter from the first to the second,
there is no visible bar but, I can't get through.
#19753 posted by negke on 2018/07/14 18:07:43
Rogue clip or skip brush? Some bounding box in the way? What if you delete the brushes around the map transition?
@-negke
#19754 posted by madfox on 2018/07/15 00:42:12
I have no idea where to search. I remembered I have met the error earlier. Then it were misaligned brushes.
In this case all brushes are on grid.
xmirror
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