Mike
#2812 posted by Kell on 2004/12/02 20:46:46
I'll assume you're talking Q1.
No, by naming a texture sky it must then conform to Q1's texture nomenclature ( see metl's page which details all of these ). A Q1 sky texture must be 256x128 and the two square halves will be parallaxed against each other as usual. Failure to conform to this structure will result in erros, though I don't know exactly what and where ( wad editor, map editor, compiler, engine, console? ).
If run in a custom engine that suports skyboxes e.g. FitzQuake or Dark Places, you could specify a skybox out of 6 flat-color panels.
That's about the best I can suggest :/
Bleh
#2813 posted by Kell on 2004/12/02 20:48:05
*you could specify a skybox made out of 6 flat-color panels.
If You Can't Make A Skybox Thingie
#2814 posted by Zwiffle on 2004/12/02 23:08:38
You could try putting a skybox over the area you want, then fill over that with whatever brushwork you want, make it a func_door or something with no sound/movement/never triggers. That might result in what you want, if I understand your dilemma correctly.
If You Just Want A Solid-color Sky
#2815 posted by metlslime on 2004/12/02 23:44:34
a 256x128 sky texture where it's all one color will do what you want.
Or...
#2816 posted by distrans on 2004/12/03 00:36:47
Mike
#2817 posted by aguirRe on 2004/12/03 03:51:03
It's a bit odd request, but try experimenting with skybrushes that have solid textures on the faces you don't want to have the sky texture, i.e. "mixed face contents" brushes.
There are several maps with such "corrupt" skybrushes which cast sunlight although they look like solids.
You'll then also probably get the behaviour that you can fire a rocket right through the brush as if it was sky.
However, I don't really recommend this since the behaviour might differ in different tools/engines.
Some Problems With My Map
#2818 posted by Ankh on 2004/12/03 05:51:10
I have some small (I hope) problems with my map:
1. Message "Name is not a field" when I load the map in quake.
Do I have to correct this? How?
2. Several messages "Total_channels = Max_channels" at level start
When I remove any wall torch the number of messages decreases by one. Is it acceptable to have this problem in a map?
3. Map doesn't load in Ezquake.
But it loads in winquake, glquake, fitzquake and joequake. The problem with ezquake is: "Host_Error: SV.NUM_SIGNON BUFFERS== MAX_SIGNON_BUFFERS-1"
4. Several messages WALKMONSTER IN WALL in some engines.
But not in winquake or glquake. There isn't any monster stuck in wall in the whole level - I know it. There are some ogres placed close to walls which cause the message, but they move and behave normally. Maybe this causes the problem with ezquake.
What is your opinion about all this?
Ankh
#2819 posted by JPL on 2004/12/03 06:16:45
1. It seems that you try to add a filed named Name into the map. I think you should change it to message or something like this...
2. I already add this problems. Just take a llok at post 261, 266, 1804, 1817 and after... Globally you have too much sound sources in your map. (torch are light and sound source as well !) and Max_channel is 8 in Quake..
3. Sorry I can't help you here...
4. This problem is really weird, but sems to come from the fact monsters are really too much closer of the walls.... hhmmmm perhaps you have also walking monsters without path_corner, and the engine try to make them walk throught the walls, which generates this problems... Otherwize don't use Ezquake.. this engine seems to suck...
JPLambert
#2820 posted by Ankh on 2004/12/03 06:24:09
Thanks for answers
2. I understand, but I would like to know if it's acceptable to leave it like it is. I didn't observe any problems with sound during the game
4. Can monster walk without path_corner? That would be interesting to me.
Ankh
#2821 posted by JPL on 2004/12/03 07:10:08
2. You can leave it like it is, but you will have for sure some sound problems. For example, when I had this warnings, some teleporters, or exploding grenades, have no sounds... so the game loose a part of its functionality, and it dicrease its quality..
4. No no no, walking monsters cannot walk without path_corner items. I mean, that path_corner are perhaps not correctly placed: I don't know if I'm right, but for example in a "L like" corridor, you need at least 4 path_corner (1 at each end of the corridor, and 1 or 2 at the L angle... it depends if you want the monsters to turn back at the end, and return at it starting position, etc.. etc.). If you missed the L angle path_corners, monsters should try to path throught the wall from "end to end"...As far as walls are solid, it's obviously impossible, but I'm not sure of the way some engine work...
Well, this last problem seems to be tricky to solve, and maybe I don't have the good knowledges.... I was just trying to have some constructive idea in order to help you.
Ankh
#2822 posted by Kinn on 2004/12/03 08:21:07
If you get an error unique to one particular (obscure) custom engine - in this case 'ezquake' - don't worry about it, just don't use that engine. No-one around here will use a custom engine anyway if they can help it (with the exception of maybe FitzQuake, and a couple of others).
Kinn
#2823 posted by Jago on 2004/12/03 08:26:01
Define custom engine. I'd wage that the vast majority of people here would NOT be using vanilla gl/soft quake.
Everyone
#2824 posted by Mike Woodham on 2004/12/03 10:52:10
Thanks for your suggestions: I'll let you know what happens.
#2825 posted by - on 2004/12/03 11:06:02
Jago: Are you fucking retarded? The vast majority do. And those that don't are either morons or use FitzQuake.
Scampie
#2826 posted by Jago on 2004/12/03 11:19:18
In that case the vast majority *IS* fucking retarded because vanilla software- and glquake don't run all that well (and in many cases not at all) on modern hardware and operating systems and lack a shitload of features I and many other people take for granted. And there is more than 1 engine port worth using.
#2827 posted by - on 2004/12/03 13:54:31
oh, ugly 24 bit textures and blue lighting effects on lightning bolts are features?
Custom Engines
#2828 posted by Mike Woodham on 2004/12/03 15:15:39
I use Fitzquake because I cannot use the original Quake engine with WinXP and I would not want go back to Win98 or earlier. I am surprised that so few(?) users are with WinXP: I accept that everyone else maybe Mac or Linux.
Has anyone got original Quake to work with WinXP? I am sure I have asked this before and got negative replies.
Mind you, I am deleriously happy with Fitzquake (until I have problems). I am also using aguirRe's GLQuake - I threw 46,000 clip nodes at it yesterday and it didn't bat an eyelid.
Yeah.
#2829 posted by necros on 2004/12/03 15:58:55
i have winxp pro and glquake works perfectly fine. all you have to do is delete the outdated opengl.dll file.
But...
#2830 posted by cyBeAr on 2004/12/03 16:12:42
glquake is uglyquake
No,
#2831 posted by necros on 2004/12/03 16:13:47
YOU are ugly.
Original Quake...
#2832 posted by Mike Woodham on 2004/12/03 16:42:28
that came with the game will not run (after the later releases). GLQuake always had a horrible water-warp, but as I said, I have used aguirRe's GLQ. But I will stick to Fitzquake at present.
A Humble Request
#2833 posted by Kinn on 2004/12/03 16:43:17
You know the famous E2M2 bug, whereby if you shoot one button and then bunnyhop across the gap, the trigger inside the door will hang quake if you are on easy skill?
Well, this is a request for some hardcore engine coder dude to give me as detailed as possible an explanation as to what exactly is happening here, as this situation is rather relevant to what I am doing atm.
I know it may have been posted on this board before, but in the absence of a search function, I'm a bit clueless sadly.
Kinn
#2834 posted by Vondur on 2004/12/03 18:07:13
in fitzquake at least, that door's trigger forces bridge to extend, and the other button is still red...
w3rd indeed
Kinn
#2835 posted by mwh on 2004/12/03 18:33:10
I think it's something like the trigger wakes up a fiend which isn't present on the map in skill 0. I've seen a detailed write up somewhere, but I can't find it :-(
Kinn
#2836 posted by aguirRe on 2004/12/03 18:36:47
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