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...
CAPS LOCK
#2127 posted by Preach on 2004/07/04 14:02:43
Do any of your mod's files have capital letters in them? This is especially important for the files in the pak. DOSquake really doesn't like them, and so it might just not be recognising the files because of that. It's quite likely that telejano has this fixed...but of course I could be totally wrong here. Anyway, try making sure all the filenames and extentions are lowercase if they aren't already.
Thanks For Your Answer
#2128 posted by madfox on 2004/07/04 14:36:49
No, I just get confused while I can't see why it works under D:\ and not under C:\
-hull 1 Question
#2129 posted by R.P.G. on 2004/07/04 18:28:18
I have a few clipping problems in this map I'm working on, so I tried using -hull 1 -solid -noents on TreeQBSP. Well it seemed to work fine, everything was expanded, but I didn't notice anything that would have been causing the clipping errors. I'm just supposed to look for misaligned surfaces, spaces that are too short, and things of that sort, right?
There Is No
#2130 posted by aguirRe on 2004/07/04 20:02:34
guarantee that clipping errors always will become visible when using that option but if you actually *do* see a HOM, it's a safe indication on a brush problem in that spot.
Typical causes are misaligned brushes or sometimes even a nearby pointy brush that somehow "pokes" a hole through the damaged brush.
If you send me the zipped map+wad and a description how to find the spot (or coordinates), I'll take a look and see what I can find out.
Thanks
#2131 posted by R.P.G. on 2004/07/04 20:12:50
I'll send the message shortly. Gotta put all the textures in one wad.
Stupid Me
#2132 posted by madfox on 2004/07/04 20:21:59
forgot to put in the progs.dat and progs.src
now everything runs fine again.
Hmm...
#2133 posted by metlslime on 2004/07/05 23:16:37
Great link aquirre, that explains the thing i was missing -- i thought that the qbsp bevelling would be sufficient, but i hadn't thought of the case where the blade of a wedge-shaped brush is running at an angle like that.
After further thought, i don't think xp-cagey's solution actually solves all cases -- he seems to have handled all problems caused by sharp edges, but imagine a sharp point at a weird angle, such as a pyramid with the pointy end in a nonaxial direction -- this still wouldn't be solved by his code becuase he's only looking at edges.
Still, it's an improvement to go from handling all faces and some edges correctly to all faces and all edges. I think a final bit of code to address points as well would finish off the problem for good.
Unless Of Course...
#2134 posted by metlslime on 2004/07/05 23:19:24
it's a precision problem rather than a logic problem.
Yikes
#2135 posted by Kinn on 2004/07/06 01:55:09
One of the reasons the map I'm working on has such a huge brush count is my liberal use of triangles, on architectural as well as terrain brushes. I haven't been that aware of the hull expansion issues until now. Bugger.
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