I'm Not Sure
#2286 posted by aguirRe on 2004/08/04 17:49:02
but I think they do since they appear in the clipping hulls 1/2 where the clipnodes originate from.
One easy way to check in your map would be to add the qbsp -noents option which will remove all entities except world and players and see if the # clipnodes change.
Thanks
#2287 posted by Kinn on 2004/08/04 17:56:35
I'll try that :)
Bmodels
#2288 posted by Kell on 2004/08/05 11:06:34
...add clipnodes ( unless they're func_illusionarys, for obvious reasons ). I know this because I tried to make my terrain into one big func_wall an the clipnode count went orbital, preventing the map from loading.
Kell
#2289 posted by Kinn on 2004/08/05 16:39:56
Yep, I've just discovered that.
The good news is, my clipnodes are almost below the threshold now, after spending weeks doing nothing but optimising the brushwork and smearing everywhere with clip brushes.
Nearly there!
#2290 posted by distrans on 2004/08/05 20:21:34
...and smearing everywhere with clip brushes
Hehe, just struck me as funny.
Kell
#2291 posted by aguirRe on 2004/08/06 07:48:06
Did you get my last two emails?
Aguire
#2292 posted by Kell on 2004/08/06 11:04:57
Yes indeed. It just takes me time to reply, cos I have to go home and extract stuff and walk back to the 'netcafe then remember I need to visit an ATM and...you get the idea :P
Mail imminent, btw.
Compiling Help Plz
#2293 posted by h20ryder on 2004/08/11 11:00:17
I was looking for a GTK q1 map compiler
that dosen't use java. I thought i saw a
version which didn't require java.
Any help.
thanks in advance.
GTK
#2294 posted by Kinn on 2004/08/11 11:02:49
I believe GTK 1.5 supports q1 "out of the box".
Ummmmm.....
#2295 posted by h20ryder on 2004/08/11 11:07:40
GTK 1.5?
I only see 1.4.
GTK
#2296 posted by Kinn on 2004/08/11 11:11:15
GOD BLESS YOU!!!!!!!!!!!
#2297 posted by h20ryder on 2004/08/11 11:18:33
Life is good....
Now if i can only learn to map like others.
Thanks for the HELP.
-water
...
#2298 posted by necros on 2004/08/11 11:26:30
what's the deal with 1.5?
when you say "much has changed" how much is much?
i realise the chief change in 1.5 is that you can load q1 .maps and load q1 .wads, but what about the controls? are they the same?
i still use 1.4 because using batch files and converting the q2 map files into q1 before compile really doesn't bother. how much am i gaining by switching over?
GTK
#2299 posted by Kinn on 2004/08/11 11:32:17
necros - well, hehe, I'm a Hammer user atm, so I don't actually use GTK, but I follow its development because I will be using it to make my next map - which will be a Q3BSP for DarkPlaces. I'm sure there are plenty of 1.5 users here though that will be happy to explain the changes.
h20ryder - you're welcome!
Question For Necros
#2300 posted by h20ryder on 2004/08/11 11:35:36
Your using 1.4?
What do you use for compliling may i ask.
That was my original question..
Thanks.
I'm going to try 1.5 anyway.
.
#2301 posted by necros on 2004/08/11 12:01:02
well, i map as normal in 1.4, saving the map file as a q3 map.
since the file format difference between q3 and q2 is practically zero, i use sleepwalkR's mapconv utility to convert the .map into a q1 map file.
then i use aguire's compile tools ( http://user.tninet.se/~xir870k/ ) as i normally would on a q1 map.
all of this is up in a bunch of different batch files, so i just type "quick map" and it does all the stuff to map.map :)
Monsters
#2302 posted by necros on 2004/08/11 15:42:08
sorry for the double post.
i've got a map with 32unit thick bars every 32 units, so there are gaps in between these bars of 32 units. on the floor.
monsters won't cross over these gaps when running/walking. even if there is a clip brush which overlaps these bars and gaps.
what gives? i thought the clip brush basically added the collision data to hull1 and hull2... so why do the monsters still treat the area as if there were gaps in them?
Necros
#2303 posted by Kinn on 2004/08/11 15:51:00
Yes! I've been meaning to ask this very same question - I noticed it in Bastion, and other maps and it has always bothered me.
A Guess
#2304 posted by Kinn on 2004/08/11 15:54:43
it must be something to do with tracelines in the movetogoal code only using hull0 or something.
Answer:
#2305 posted by metlslime on 2004/08/11 20:57:28
Part of the code that monsters use to do pathfinding uses hull0, i think.
D3
#2306 posted by GibFest on 2004/08/12 01:12:51
Could anyone point me to some basic tutorials on D3 mapping preferably non video ones as my poor 56kb wouldn't like it.
Actually
#2307 posted by GibFest on 2004/08/12 01:29:43
Could someone tell me how to open the texture window with actual textures in.
3rd Post :(
#2308 posted by GibFest on 2004/08/12 01:32:21
Scrap that, got it all working, yes I suck.
Gib,
#2309 posted by HeadThump on 2004/08/12 01:38:36
I've seen some really good tutorials on map scripting (like how to get custom machines to animate properly) at doom3world.org.
Also, http://www.splashdamage.com/index.php?name=pnPHPbb2&file=index , has a forum to help level designers specifically on multiplayer matters.
Gib
#2310 posted by VoreLord on 2004/08/12 02:59:18
Have a dig around this site/forums, you should find some useful stuff.
http://www.doom3world.org/index.php
|