#2258 posted by Kinn on 2004/07/18 16:39:56
AguirRe, would it be difficult to make clipbrushes visible in -hull# builds? That would strike me as quite a useful option, as it would give a true visual indication of the clipping hull.
HeadThump, 4 meg textures? o_O. I hadn't thought of the idea of using hi-res textures to generate lightmaps, then replacing the textures. Although I don't think i'll be going down that road.
 Visible Clipbrushes
#2259 posted by aguirRe on 2004/07/18 17:24:12
It sounds like a good idea and it also appears easy to implement. But after looking at a typical DM map where large parts of the walls, floors etc are covered with the clip texture, I'm not so sure it's such a good idea.
Maybe this sounds awkward, but you can get a similar effect by just replacing "clip" with e.g. "clap" in a temporary copy of the map file and build with the hull # option.
You'll then either see the "clap" texture (if there is one) or the checkerboard pattern instead of the clipbrushes.
Have you tried this?
The search/replace operation can be automated using a standard sed (stream edit) utility if it needs to be repeated.
 Tested With Reapers
#2260 posted by HeadThump on 2004/07/18 18:38:31
They played like manly men. No problems.
A few notes about the Dark Places Q3 bsp implementation that is even different from its Q1 protocol. Ambient lights are stripped out and only sourced lights are used.
Models for the sourced lights are stripped out too. Its the biggest bitch I have with DP. You have to custom cache them in your mod like you did with that huge flame in Bastion (I know this works in Bastion, I've done a little, uhm, experimenting with it on the side).
You can convert the flames to Spr32 format and you'll get some sweet high high rez particle effects with them. Also, you can use glow or luma textures on surface lights. You wont even miss the old ambient light entity everywhere.
I'll convert everything to low rez so I can ship it to you. Don't expect much from those textures. They are just place holder solids.
 Button Newbie Question
#2261 posted by fufu on 2004/07/19 06:36:45
how do i make 2 buttons to open one door? been trying to figure it out by myself for a while, but no luck. :(
this is for q1, me uses worldcraft
#2262 posted by Kinn on 2004/07/19 06:55:48
AguirRe, that sounds reasonable, I hadn't thought of doing a temporary texture replacement.
HeadThump, email received, but Outlook Express detects it as a virus for some f'kin stupid reason, so I can't view it.
 Fufu
#2263 posted by DaZ on 2004/07/19 08:50:46
give your "func_door" a targetname of "xxx" and then create a "trigger_counter" with a targetname of "yyy". Set the count of the "trigger_counter" to 2 and give it a target of "xxx" (same as the targetname of the "func_door"). Then give both buttons a target of "yyy" (same as the targetname of the "trigger_counter") and your done.
 OutLook Express, Eh.
#2264 posted by HeadThump on 2004/07/19 11:31:53
Of all the programs to complain about viruses. I checked that zip package with Avast antivirus before sending it out. I'm pretty carefull about that sort of thing.
But I'll just upload it to the geocities site when I get back in this afternoon.
 HeadThump
#2265 posted by Kinn on 2004/07/19 13:23:27
Cheers, that would be cool.
 Kinn:
#2266 posted by metlslime on 2004/07/19 14:38:57
Instead of clipping hulls like quake and half-life use, quake 2 and quake 3 store the original brushes from the map file and use those for collision. This is why monsters in quake 2 can be all different sizes.
How this works is, clipping hulls are basically bsps built out of pre-expanded brushes. Since they are pre-expanded, they are built for specific entity sizes. But in quake2 and 3, the brushes are expanded on the fly, which means they can be expanded differently for each entity size they encounter.
 Daz
#2267 posted by fufu on 2004/07/19 17:35:44
thanks man. will go try that now. :)
 Thanks Metlslime
#2268 posted by Kinn on 2004/07/19 17:37:40
That sounds very interesting. Q3 bsp is definately an option I will look into, although not for my current map; perhaps the one after that.
 And More Newbie-ism
#2269 posted by fufu on 2004/07/19 19:13:58
ok. it worked. but i cant get the door to stay closed! i gave it a 0 delay but it keeps closing. it works with a regular door but with this one it doesnt seem to work. :(
 Fufu
It's the [q]wait[/i] field that determines the wait before closing. Set it to [q]-1[/q] if you don't want it to close.
#2271 posted by fufu on 2004/07/19 22:10:23
beautiful!! thanks guys, you been really helpful. :)
 No Problem
#2272 posted by DaZ on 2004/07/19 22:27:17
what kind of a map are you working on? Any info or screenshots anywhere?
#2273 posted by fufu on 2004/07/19 23:41:15
actually, i havent started anything yet. just trying out stuff and seeing what i can do before i get my hands into something serious.
 Kinn
#2274 posted by HeadThump on 2004/07/20 01:26:30
'That sounds very interesting. Q3 bsp is definately an option I will look into, although not for my current map; perhaps the one after that.'
I share your sentiments. My current out put targets FitzQuake given high rez (non-palated) textures and good light sampling looks fantastic in it. Also, most lower end machines can handle it without a performance hit (though I'm less certain about those first generation Voodoo cards).
By the time I'm finished with it, I'll be targeting Doom 3 anyway. So the grand Dark Places mod I have had in mind for some time will likely never come to light.
 HeadThump
#2275 posted by Kinn on 2004/07/20 07:22:54
Yes, Doom3 looks like a really attractive option for me too. So far I've missed the boat with all the other id games, so with D3 I might get a chance to start mapping at the beginning with everyone else. Although I'd be making Evil Gothic Death Castles (tm) - I'm not sure I really dig the idea of making endless crate-tastic base levels.
I downloaded your dptest level, but when I load it in DarkPlaces, the whole level is pitch black (r_fullbright 1 does nothing) Also, I can see all the ammo/health boxes in the level at once, dotted around in space like some wierd ammo box constellation. What version of DP are you using?
 I Ran It Using The Resized Textures
#2276 posted by HeadThump on 2004/07/20 10:29:45
and the lighting doesn't show up. It must have something to do with my texture/lightmap experiments. Rename the texture file Venice so DP doesn't read it in and the lighting will show up.
I use the beta available on Inside3d.com but modified with my own code (mostly to do with entity behavoir and interpolation so it should not effect the light display, in theory).
 HeadThump
#2277 posted by Kinn on 2004/07/20 12:28:57
groovy. mail sent :)
 Clipper Tool Uses Caulk
#2278 posted by R.P.G. on 2004/07/21 16:02:11
In what scenerio would it be useful to tic "Clipper tool uses caulk"?
 Rpg
#2279 posted by metlslime on 2004/07/21 17:39:07
When you build things that are entirely detail brushes, and you have most of the sides caulked already. The idea is that you want any new face to also be caulked until you tell radiant otherwise.
Maybe not so useful the way q3 tools handle detail, but very useful the way MoH tools handle detail.
 Q1 Tools Update
#2280 posted by aguirRe on 2004/07/23 06:12:50
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.
Any comments are welcome.
 Q1 Tools Update
#2281 posted by aguirRe on 2004/07/23 06:15:23
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.
Any comments are welcome.
 Praxinoscoop
#2282 posted by madfox on 2004/07/25 12:06:50
I was trying to build a praxinoscoop in Quake1.
I used the Hipnotic Mission pack for it.
After trying, I realized the func_rotate_object can't make enough speed, to melt the pictures together.
Is there an option for making it turn faster?
http://members.home.nl/gimli/Praxino.zip
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