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 ?
Here
#243 posted by pushplay on 2003/06/01 18:34:48
I wouldn't know. You might find more help if you asked in one of the french RTCW forums. I know there are at least two active ones.
Metlslime
#244 posted by ChAiNeR on 2003/06/02 03:12:34
thanks, wasn't quite sure what the toggle thing meant
Thanks Pushplay
#245 posted by here on 2003/06/02 03:37:00
I go now on RTCW !!!
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
TRIPLE POST!
#249 posted by . on 2003/06/02 12:22:00
Ban him.
But with all seriousness, try uninstalling/reinstalling?
Righto...
#250 posted by distrans on 2003/06/02 21:20:06
Q1/WC1.6/Tyrlite
In the DM version of Usher Recompiled I've got some weapon spawn pads that do not appear in the SP version...no problem, just make 'em func_walls and tag them "not in easy/normal/hard". However, they are lit pads and the light remains whether in DM or SP.
Do I need to change the .fgd so I can lose the lights in SP (is this even possible)? Is there another work around?
Distrans
#251 posted by Tyrann on 2003/06/02 22:13:21
Give all the lights you want removed a targetname and create a trigger to turn them off that is only present in SP.
/me Kills The Lights And HUGs Tyrann
#252 posted by distrans on 2003/06/03 02:42:46
thanx T.
Just Checking...
#253 posted by distrans on 2003/06/04 02:58:03
Q1/WC1.6/Tyrlite
When increasing the flare angle on spotlights do I add and "angle" key or an "angles" key?
Angle.
#254 posted by metlslime on 2003/06/04 13:34:13
Ta Metlslime...
#255 posted by distrans on 2003/06/05 01:50:30
Hmmm
#256 posted by pushplay on 2003/06/05 06:18:45
I've run into an odd problem with my coagula map. I'm trying to make it nice and interesting, but the nuts and bolts of it is that it's a box map that goes straight up. When I fly up to the top 3 meters or so the game acts as though I'm surrounded by an HOM, so I see a still of whatever it is I saw until I went above that height. I know there's supposed to be more map to go, because I built it and I can see stuff up there. I can live with that flaw, because you'd only get up there on a rocket jump, but it's weird.
Is this a limitation of Quake? A compile error?
So...
#257 posted by pushplay on 2003/06/06 21:16:59
This problem is entirely unique to me and my map?
Pushplay
#258 posted by Tyrann on 2003/06/07 01:30:51
I haven't seen it before. Make sure you're not building outside the +/-4096 limits. Check if the problem is present before/after vis. Otherwise... I don't know.
GRAAH!
Anyone know where I can find some detailed info on lighting for RTCW? All I can find are those ditzy "Your First Room" tuts...
4096 You Say?
#260 posted by pushplay on 2003/06/07 04:15:57
Yeah, that looks like exactly where the problem is. Great, I'll just select everything and move it down some. I've gone as high as I'm going to go, and ground floor is only -256.
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