The Player
#2102 posted by aguirRe on 2004/07/01 12:51:03
and most monsters use hull 1 for collision detection, while e.g. shamblers use hull 2 which is even more expanded (looks really weird).
Making the clipping hulls visible doesn't fix anything but it might help understand why these symptoms occur. There is an option -altexpand to alter the behaviour of the brush expansion logic, but it's a bit controversial and usually doesn't really fix the problem.
AquiRe
Just a general question... if only large monsters use hull 2 (and the player does not use it at all), would it be possible to remove that hull from a deathmatch-only map and save some space?
Of course the reduction in file size would probably not be significant at all, so I doubt it would be worth it. I don't necessarily want to do it, I just want to know if you <can> (potentially).
Brush Expansion
#2104 posted by Kinn on 2004/07/02 05:54:05
Can covering the offending area in clip brushes sometimes help this problem?
Installed Windows Xp
#2105 posted by madfox on 2004/07/02 09:47:17
and now my Quake1 cries with SIGSEV failures...
Frib
#2106 posted by R.P.G. on 2004/07/02 10:12:01
This isn't what you wanted to know, but if you did that then you couldn't play the map in DMSP.
Frib
#2107 posted by aguirRe on 2004/07/02 10:36:58
It's pretty hypothetical but yes, in theory it should be possible (if the engine also was changed in a similar way).
Other games (e.g. Hexen2, HL, Q2) has an extra crouching hull so I can't see any obvious reason why it should be impossible to remove the shambler sized hull if there are no shamblers around that can complain.
You wouldn't save much space, though. Especially since DM maps are generally smaller and with less detail to keep r_speeds low.
Kinn
#2108 posted by aguirRe on 2004/07/02 10:47:23
Yes, if the clip brushes would completely cover the invisible protruding objects in the hull in question.
The clip brushes get expanded the same way as other solid brushes so if you can't confirm by "feeling" that the the clip brush works, you could use another texture momentarily and build with -hull 1 to visually confirm it.
The main problem with the expansion is that it gets unexpected on complex brush shapes. It's always simple to imagine how a cube is expanded, but pointy triangular shapes that look great in the editor, can grow like cancer in the other hulls.
AguirRe:
#2109 posted by metlslime on 2004/07/02 13:28:58
I've spent some time looking at the expansion code, trying to solve the strange clipping bugs you guys are talking about. It SEEMS like the code was designed the way it should be, and i wonder if there just isn't some implementation bug. Or, a precision problem?
I never checked out your visible hull stuff, and it would probably help me understand exactly what wrong results the current expansion code is generating.
Anyway, this is one of those things i really wish could be fixed in qbsp, if anyone ever finds the bug or realizes why it doesn't work.
Well
#2110 posted by aguirRe on 2004/07/02 18:39:18
AFAIK the brush expansion isn't really a "bug" since there's no obvious way to do it without getting protruding parts in some junctions.
Changing this logic is controversial because most experienced Q1 players (not to mention speedrunners) know how a map should "feel" when they see it.
Me and Tyrann have spent a long time spanning several years trying to find the cure for the brush expansion related problems, especially the theoretically impossible leaks in hulls 1/2 (when hull 0 is sealed). Same for the annoying clipping errors; there are a whole list of variants just for them.
I've also contacted XP-Cagey who works with the HL tools and he confirms the problems and it appears that in HL, the situation is even worse. Apparently, he's found some kind of solution (or at least improvement) for HL and I've tried to translate it to Q1 but I've only managed a partial implementation so far (available with the -altexpand option).
Any help or suggestion regarding these problems are welcome, but I've a feeling that the solution might be complex. The whole build process seems to be something of a hazy floating point stochastic (or even chaotic) process, where small changes can have large impact elsewhere. I hope I'm wrong ...
But check out the hull visualization, I think it's a real eye-opener for most mappers (and players too).
I Forgot To
#2111 posted by aguirRe on 2004/07/03 06:52:07
mention that the brush expansion logic is also the reason why I think that e.g. creating a block of natural rock from one multifaced brush is better than several triangular ones that together form that block. Even though there's no difference when looking at it in the editor, the expansion might be different.
The multifaced brush will just expand pretty logically outwards and will not generate any weird protruding objects. The expansion is always done for each brush separately so it won't notice that after expansion, the brushes might not join nicely anymore.
There are probably other aspects of this issue too.
#2112 posted by Kell on 2004/07/03 11:34:53
creating a block of natural rock from one multifaced brush is better than several triangular ones that together form that block
Now that would be particularly relevant to Gensurf created terrain, because the t-mesh is neccessarily composed of individual triangular brushes.
The more I read in this thread, the less I want to finish my map :(
Merging Brushes
#2113 posted by R.P.G. on 2004/07/03 12:28:34
When I was working on the terrain in RPGDM1 recently, I noticed that entire vertical patches of triangular brushes could be exactly reproduced by clipping pieces off of a 6-sided block. That was quite cool, and really helped the clipping problems.
/me HUGs 3-point clipping
________
Hmm. After writing this, it seems less relevant than I thought.
Sorry If I Sound
#2114 posted by aguirRe on 2004/07/03 12:43:07
discouraging, there are other opinions that promote triangular brushes instead (which may very well be right) so the case isn't clear.
I'm just trying to rationalize around the brush expansion issue to help mappers understand some of the underlying structure.
I also forgot before to add a link to XP-Cagey's interesting article in the subject: http://xp-cagey.com/?article=1000 .
Nice Link
#2115 posted by R.P.G. on 2004/07/03 13:17:42
Thanks.
Winxp A Quake1 Killer?
#2116 posted by madfox on 2004/07/03 13:45:11
So if Quake1 doesn't work under WinXp, I tried the WinQuake program. And then it does.
But when I run my convertion with my selfmade monsters, they don't appear in game.
The program starts at the start.bsp without messages, but when I run a saved game, it suddenly comes with all those errors asking for the monsters I put in the progs.dat?!
Why doesn't it do so when I start a game?
#2117 posted by Kell on 2004/07/03 13:50:34
Are you running the game from your own custom directory? e.g. c:/quake/winquake.exe -game madfox
Also,
#2118 posted by necros on 2004/07/03 14:30:34
remember to delete opengl.dll in the quake folder so that you can use glquake with new graphics cards.
Point Is
#2119 posted by madfox on 2004/07/03 16:44:38
it's the same directory from C:\ I used to play with under Win98, and there was no problem.
Now with WinQuake, it seems to block out my progs content in the pak file, giving all these edickts of finding no monster_orb etc.
RE: Winxp A Quake1 Killer?
#2120 posted by Jago on 2004/07/03 17:02:25
I�ve been running Quake1 on WinXP for years without issues.
Just A Thought
#2121 posted by madfox on 2004/07/03 17:52:11
but how do you managed this without winquake?
it kills all my convertion options.
RE: Just A Thought
#2122 posted by Jago on 2004/07/03 18:05:51
Use FitzQuake for NetQuake and FuhQuake for QuakeWorld.
MadFox
#2123 posted by aguirRe on 2004/07/03 18:35:44
The only engine that doesn't work in XP is DOSQuake, all others work fine including WinQuake.
Follow Kell's advice and check out the shortcut contents and make sure it's the same as you were using in Win98 with DOSQuake. Many engine options are identical in all engines.
XP Intruder
#2124 posted by madfox on 2004/07/04 11:36:47
If I use Telejanos, everything comes through all right.When I use DOSQuake, with the same options as in Win98, suddenly all my own monsters are gone. And I do play it from C.
I don�t mind if happening so, but I like to play Quake straight, without comparing engines before it. I found Telejanos is working so dark, couldn�t change the gamma. Made me make the levels much lighter, but then the original engine makes it too bright.
It comes to me as a surprise WinXP is capturing all my own monsters from the progs.dat
MadFox
#2125 posted by Kinn on 2004/07/04 12:15:45
I'm sorry, but we can guarantee that it's not the engine, or your operating system, that is preventing your mod from being detected.
Also, I'm sure you're aware of this, but you do have your mod files in a seperate game folder? (e.g. C:\QUAKE\MadFox) - I know some people have tried putting their mod files inside ID1, and then they wonder why it doesn't work correctly.
I Just Chequed, And
#2126 posted by madfox on 2004/07/04 12:41:06
my Telejanos under C: won�t show them, although the same pak file under D: works good.
I made a pakfile with Quark,
made a file maps for the bsp�s,
made a file progs for the mdl�s,
and a file for the sounds.
Could be I have to use two pakfiles, but I find it strange the same pakfile runs good under D: and C: fails...
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