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Sure
Except you forgot the part where I said you can't export individual frames from milkshape. Hence exporting to md2. Thanks though 8-)
Mike:
#3146 posted by metlslime on 2005/01/13 21:31:02
you're reading the syntax for the fog console command. That's not the same as the syntax for the fog worldspawn value. I guess i never explained how to do it in the worldspawn becuase i thought i was supporting an existing standard. But maybe not... sorry.
Some Useful Tricks
#3147 posted by Preach on 2005/01/14 05:20:54
There's an option in qme preferences, under the import/export tab, called mirror x. Try toggling that on or off. It may not be helpful, as it'll happen on both the import and export, and two reflections will cancel out, and turning it on/off in between import and export is an extra step, which is as much work as mirroring the model. But it might be handy for the milkshape stage, as the model won't be left handed.
Also, in case you're importing/exporting all the frames in a scene individually, use the export scene from the menu, and shift select all the frames in the import dialogue.
But yeah, anything you're gonna do for models in quake is gonna need a fair few steps since three is no single good modelling tool with mdl support.
Hey
Cool preach, will try that maybe.
By the by, I did manage to just figure out how to export directly to .mdl from milkshape, you need a control file like this one that i stumbled across:
http://www.public.iastate.edu/~jmichl/files/tutorials/mdl.qc
BUT, for some reason when I do this, milkshape for whatever reason removes 4 tris from the enforcer mesh, meaning the new exported model frames can't be merged with the existing .mdl. (MS3D mesh and original .mdl have 424, exported mdl has 420) Thats slightly annoying to say the least.
Oh well, back to animating :)
Map Won't Load...
#3149 posted by necros on 2005/01/15 14:54:34
has anyone ever seen this error?
CALL1 512(precache_sound2)precache_sound2()
shalrath.qc : monster_shalrath
(NO FUNCTION)
Pf_precache_sound: overflow
Host_Error: Program Error
the vore/shalrath has no modified code. if i remove the shalrath/vore then it happens with another monster.
does this mean the map uses too many sounds to be precached or something?
Yeah...
#3150 posted by metlslime on 2005/01/15 20:45:08
You can only precache up to 256 sounds; after that you will get this error.
I Assume...
#3151 posted by metlslime on 2005/01/15 20:45:46
that this is with a modified progs.dat. Correct?
.
#3152 posted by necros on 2005/01/15 22:21:48
aww man.
yeah, it's a modified progs. it allows you to play any sound you want and i've got lots of machinery that all have unique sounds along with lots of new ambient sounds. i must have went over this limit at some point.
between maps, are precached sounds cleared, so that, say sounds that appear in one map and not in another don't carry over so that the 256 sound limit starts from 0 every map that gets loaded?
Yeah...
#3153 posted by metlslime on 2005/01/17 03:00:54
the precached sounds get cleared between maps.
Terrain Meshing
#3154 posted by JPL on 2005/01/17 06:35:59
I've just downloaded gensurf at office, and I would like to try it this evening. I'm currently using QuArK 6.4 (I know that someone here think it sucks... errr.. but it woks fine for me.. bleh.. anyway...), and I would like to know if there exists a cool tutorial/getting started for gensurf use with QuArK, or something like this... I didn't found anything relevant on the web... Thanks in advance....
Terrain Meshing... 2nd Part
#3155 posted by JPL on 2005/01/17 06:45:50
I made a quick test on gensurf.exe at office, and it seems it doesn't support Quake.... but newer games (Q2/3, HL, etc..) Does it make sense to use it for Quake2, and import the generated map file into a Quake map ??? Or not ?? How do you use it in fact ??
Hmm
#3156 posted by bal on 2005/01/17 07:15:17
I don't think using something like gensurf is recommended for Quake, probably better off doing the terrain yourself... I think most Quake mappers make it themselves anyways... no?
Bal
#3157 posted by JPL on 2005/01/17 07:24:29
I don't think so... Just aking a look at Kinn's "Marcher Fortress" map for example. I really don't think he build the outside castle terrain manually... ;P... So how did he do ??
Bal
#3158 posted by JPL on 2005/01/17 07:26:35
I mean they for sure use a terrain meshing tool, but if it's not gensurf, what is it ??
Nah...
#3159 posted by bal on 2005/01/17 07:44:19
Marcher's outside area is definatly doable by hand with a bit of patience, but he might have used a tool I guess, dunno. In most cases I wouldn't recommend it anyways for a game like Quake.
Just takes a bit of practice with vertex and edge manip... Then again if your using Quark, good luck, cause it's hell for that kind of stuff if I remember correctly.
<insert pimpage for radiant here>.
Bleh
#3160 posted by Vondur on 2005/01/17 07:58:20
kinn's map terrain was built using hands only
Bal & Vondur
#3161 posted by JPL on 2005/01/17 08:15:50
OK, if you say it I trust you, because you have for sure much more experience than me... BTW, I've read many tutorial for terrain meshing, and it frightned me (due to the amount of work it seems to be while doing it manually..), and I'm very surprised that it seems no terrain tool exist for Quake... or perhaps I didn't know it.... Is there any terrain tool for Quake so ???
Well...
#3162 posted by bal on 2005/01/17 08:25:28
The thing is, technically, you can very well use gensurf or any other tool for Quake, but chances are it'll cause alot of bsp problems, and you'll end up having to rework it so much that in the end you're better off just doing it manually.
As I said, quark might not be the best editor for this kind of stuff... =\ But with a bit of patience and training it isn't so long (but it is pretty boring yeah, hehe).
Quake just doesnt handle very funky brushwork so well, so it's good to keep things pretty simple and cleanly built (bleh, if only quake had detail brushes -___-).
Bal...
#3163 posted by JPL on 2005/01/17 08:37:18
... so according to you I only need to be patient and take my time to build terrain... hmmmmm.... So, it will took me many years to be able to match Kinn performances !!! ;P
Anyway, thanks for your feedback...
Jpl
#3164 posted by Vondur on 2005/01/17 08:39:02
begin with e1m1 type o terrain, then make things more complex until u end up fighting with bsp/vis errors.
Vondur
#3165 posted by JPL on 2005/01/17 08:41:52
Thank for the advice...;)
Bal
#3166 posted by R.P.G. on 2005/01/17 09:22:27
Mike Woodham uses generated terrain in his maps.
Gensurf
#3167 posted by Kell on 2005/01/17 09:28:18
I used Gensurf ( as it's included as a plugin for GtkR ) to create a very sizeable chunk of terrain for a map I am currently working on ( not related to the chapters event ).
The main advantage to using a heightmap generated terrain tool like this is it makes creating and also modifying very large - i.e. the whole map - terrains much faster and clearer.
However, the absence of detail brushes in Q1 makes the compile times for Gensurf material absolutely astronomical. A few months ago, aguiRe did a full compile on a nearly-complete version of my map - it took just over a week. For comparison, that's about 25%-30% more than Marcher o_O
I also supplemented this heightmapped terrain with hand-built terrain.
So yeah, unless you have a very good reason to be chucking out vast areas of terrain, work by hand for now.
Terrain Generation
I've dabbled a bit with generated terrain and I've found Nem's Terrain Generator to be the easiest to use. You set how big the triangles should be, and how many on the x & y axises, then you manipulate it using built-in tools to raise/lower/smooth, all in a 3d view. It exports directly to .map. It doesn't do a great job of optimizing the output, so you may have to do a bit of that yourself.
See:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2838
for download and info.
Terrain
#3169 posted by necros on 2005/01/17 13:03:31
i prefer making terrain by hand... simply because terrain generators don't create the edges of terrain, only the height. you also get a more personal touch to terrain you make yourself, and you can easily start splitting up areas to create more of less detail depending on what's needed.
when you generate terrain, it's all uniform, and although it's faster, you don't get as nice a 'feel'. you can, however, always modify the generated brushes after, i guess. i just like doing everything at once. :P
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