 Scanners Are Much Cheaper Than Digicams !
#218 posted by cyBeAr on 2003/05/19 17:09:30
blah
 Invisible Func_trains
#219 posted by aguirRe on 2003/05/19 17:27:21
Does anyone know why a func_train (a small boat for the player) suddenly becomes invisible somewhere along the ride (always at the same spot) ? The object is still there, it's just invisible.
The func_train travels quite some distance (the end path_corner is way out of sight from the start), is there a problem with that ?
 Um...
#220 posted by necros on 2003/05/19 20:16:37
back a little while ago, i tried to do something like that... a long ride with a func_train.
basically, i think it's something to do with the vis code.
func_trains only get calc'd at their starting point, and, as you know, func_s aren't drawn if they aren't visible... what's happening is your train is moving away, so that it's start point (the point at which the vis calc'd it's visibility) is no longer able to be seen by the player... therefore, quake stops drawing it, thinking it's no longer visible.
to get around this, either don't vis the level (heh) or remove vis blockers so that no matter where you are on the path, you can always 'see' the func_train's startpoint.
 Or...
#221 posted by necros on 2003/05/19 20:17:48
there's just an inherent limit to how far away you can be from the starting point... :shrug:
oh, and what happened to the textbox font! it's all crayzeh!
 Necros:
#222 posted by metlslime on 2003/05/19 21:43:00
that doesn't sound right at all.
But, there might be a related problem. Vis for all bmodels depends on the visiblity of the leaf they are in. What happens when they are in more than one leaf? I think it goes by the leaf that the model origin is in. If it's a big model, that leaf might be outside the PVS, and other parts of the model might be right in front of you.
 The Invisible Func_train Effect
#223 posted by aguirRe on 2003/05/20 12:55:34
is present also before vis is run. I also had a suspicion that vis could have something to do with it, but I can't see how when the problem is there before vis is run.
I've tried to reduce amount of objects (not many) in the area, block out areas beyond this point with a big brush, manipulating the path_corners to see if anything changes. So far, no luck.
The func_train is from the Custents package and therefore slightly modified. However, I can't find any documentation regarding this particular invisibility "feature" ...
 Well
#224 posted by czg on 2003/05/20 13:15:41
This occurs in czg01 as well. The "train" you ride into the exit also disappears when you have travelled some distance. And this is just along a straight line, so it would be odd indeed if it had anything to do with vis...
 I Vaguely Remember
#225 posted by aguirRe on 2003/05/20 17:05:44
you mentioning that in the readme. I have now tested extensively and I can only conclude that it indeed seems to be the actual distance between start and end that is the culprit.
Changing # path_corners or removing all visible obstacles doesn't seem to help at all.
Thanks for the info.
 Really?
#226 posted by necros on 2003/05/20 19:08:52
interesting... i don't know why i would have thought it had something to do with vis then...
i stand corrected.
maybe it has to do with the engine itself? anyway tried this in modified engines?
 Only Fitz/WinQuake
#227 posted by aguirRe on 2003/05/21 05:36:47
so far. It is the same behaviour using the traditional (non-Custents) func_train as well.
 CZG:
#228 posted by Wazat on 2003/05/21 20:44:26
If you still need help with the camera or any coding, e-mail me at:
static _ void @ hotmail . com (remove them spaces).
I'd be happy to help you with the camera code and anything else. You'll likely run into the sticky camera effect and the water bug and I may be able to help.
 Texture...
#229 posted by necros on 2003/05/28 18:03:44
can anyone point me to a wad of the oblivion textures
 Fern Has Them...
#230 posted by metlslime on 2003/05/28 18:13:20
 A Little Problem On Which Path To Take...
#231 posted by necros on 2003/05/28 21:22:25
ok, well, i mentioned in the qexpo thread that i was doing a ss2 themed map... well, i've got two choices now that i'm torn between.
basically, should i make the map for regular 'stock' quake execs, or should i make it for the tenebrae engine.
Tenebrae:
Pro - It will look fantastic, be able to use more than just 256 palette, shadows.
Con - It will take twice as long to make, not as many people will be able to play it, possibility that i might give up if it takes to long and gets too complicated.
Stock Quake:
Pro - Easy for me to make, accessible to everyone, good possibility that it'll be finished.
Con - Won't look as good, ss2 texs don't look the greatest in quake's palette (i suppose i could try to figure out how to redo the palette, so this point could be moot)
can i have some opinions on this? which route should i take?
-----------
btw, thanks metl. you made those textures?
 Best Choice
#232 posted by Vodka on 2003/05/28 23:06:15
just use any engine that supports external pcx textures: tq, fq etc
also I`d recomend you use q1rad to have lighting similar to sys shock
 Yeah
#233 posted by starbuck on 2003/05/29 08:31:33
i was gonna suggest to use external textures but speedy got there first. That way the textures wont lose their quality from system shock, its still easy to build and will work fine in GL/software quake. And then if i get bored i can make the SS textures into tenebrae format too! :)
 Well, I'm Not Realling In Need Of Help
#234 posted by R.P.G. on 2003/05/29 15:38:13
Okay, I asked this in IRC but Maj told me not to ask questions. So, dutifully ignoring him, I thought I'd ask my question here.
When lighting a Q1 map, and it says "Lighting face 15197 of 15343", it's refering to surface planes that were formerly brushes, right? And not triangles (unless the surface was made of a triangle)? Furthermore, if it is planes from former brushes (and I suspect it is) then when QBSP merges two surfaces, that becomes a single face, yes?
No real reason for asking, other than curiosity. And I think I answered my own question, anyway.
 Q1rad...
#235 posted by necros on 2003/05/29 17:12:13
is it possible to completly light a map solely from surface lights? i'm trying right now, but everything is very dark...
what exactly does -gamma do? will it make stuff brighter?
 Faces Are Polygons
#236 posted by metlslime on 2003/05/29 17:26:49
they are the things you see when you're playing quake. They are what gets lit.
 Err
#237 posted by R.P.G. on 2003/05/29 21:33:39
Polygon meaning many sides, so yes faces are polygons. That's not what I meant though. When running r_speeds it's measured in polygons, which I thought was a count of the visible triangles which are visible with the showtris command.
But regardless, I believe I found the answer to my own question. In the quotation above (Lighting face 15197 of 15343) I took that from the lighting step of SM69, and the number of triangles in that map is certainly much above fifteen thousand. Fifteen thousand surfaces sounds much more reasonable.
 R_speeds...
#238 posted by metlslime on 2003/05/29 22:15:54
in stock quake engines measures polygons, not triangles. pretty much every part of the process, from light.exe to the renderer, only cares about polygons. Of course, your video card turns them into triangles before rasterizing them (in non-software engines.)
 Interesting
#239 posted by R.P.G. on 2003/05/30 00:49:38
I have learned.
 Doors In Worldcraft
#240 posted by ChAiNeR on 2003/05/31 22:51:02
hi, i have a question.. is it possible to have a door which opens when triggered, and stays open until triggered a second time? If so.. how can that be implemented using the Worldcraft editor? (if anyone else here uses it!)
TIA :)
 Yes
#241 posted by metlslime on 2003/05/31 23:11:01
spawnflags 32 (i think this is "toggle") and wait -1.
 I Need Help !!!
#242 posted by here on 2003/06/01 11:47:21
I try to make a changelevel on Return to castle wolfenstein . And i found a new thing the script : I need french help for scripting.
Where can i found it ?
|