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^^^ 
def == ent 
Then 
I should be set ... I suppose. 
I think I got the editor set up, so now I just need to learn how to map for Quake again, set up Qonquer, learn how to do that nifty new fake GI stuff and I should be good to go. 
Qonquer Map Jam 
I would be quite happy to run this event if people are serious about making levels for it 
 
K well I got my test map set up and it works and everything, so I should be ready to go on a Qonquer map jam as long as its not the weekend of the 29th. 
 
I should have bandwidth for this, actually. I'm wrapping up my current home project soon so this would be a good thing to jump to next. 
 
I'd make a map. 
I'd Say Yes 
But my jam:finished map is 4 to 0 so far. 
??? 
 
Building to a 32 grid sounds kind of awful. 
 
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.

It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well. 
 
Technically, 10 is on the grid too. 
 
True, 10 units is certainly A grid... 
My Biggest Issue With UE4 =/ 
 
 
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.

Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place! 
But 
But 32 :( 
 
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all... 
 
True, 2 units is certainly A grid.. 
#25285 
And the name of that .map? Albert Einstein. Then everyone stood up and clapped. 
Anyway 
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly. 
 
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :) 
They Don't Need To, No 
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.

Or not! 
 
looks nicer in the editor though. 
Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio 
Might be of interest 
Ahaha 
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