Thx Spirit, I'd Love It If Detail Caught On Oneday...
#10 posted by grahf on 2010/11/18 07:39:05
Opened the quakeforge tools source, looked in map.c for "detail" to find my answer... The detail brushes are exposed to the mapper with an "am_detail" brush entity, in the same fashion as in the Quest Ed tools ( http://quest-ed.sourceforge.net/ ), as well as pOx's Mac-Carbon tools ( http://quake.chaoticbox.com/ ) It's probably the same codebase. The Mac tools are especially neat because the detail entities have extra flags to make them double sided and pass-through, i.e. func_illusionaries that don't take up entity count, or not detail at all, just inert brush grouping.
This tech came out 6ish years ago and the main reason it never caught is that, even then, the neat features were bolted onto primitive compilers. The Mac version is the most improved and was actually quite nice but still had some annoying aspects like a 5120 brush limit.
I Already Wondered...
how this is done because the fields in the map format of Q2/Q3A that hold the detail flag are missing in the Q1 format it seems.
So it works like triggers and other volume-based entities if I understand Grahf correctly. Anybody know what I need to do to get the option into NetRadiant? I guess clicking 'Brush > Make detail' won't magically do this, hehe.
#12 posted by Trinca on 2010/11/18 10:54:39
will have to make a small map to try this out...
#13 posted by gb on 2010/11/18 13:01:03
will detail brushes cast shadows?
Baker
#14 posted by Spirit on 2010/11/18 13:30:52
above!
Responses
#15 posted by grahf on 2010/11/20 15:46:34
@dfsp: In most Radiant variants I have used, you can enter a nonstandard entity name in the entity name field, and it should create an entity with that name. Or you could add an "am_detail" entry to your quake.def.
@gb: The only thing these detail brushes do is cut down on VIS time, they do not alter bsp cuts like "real" q2/q3 detail brushes do (I did some tests a while ago to confirm this). They are created like entities, but are added to the world during qbsp. So yeah, they cast shadows.
@mh: back on topic... thanks! One of the last reasons to sometimes not use bjptools has been eliminated. ;)
Thanks Mh For Coloured Lights !
#16 posted by M. Augeri on 2010/12/01 01:14:28
mh you did a fantastic job.. I've just tried them in worldcraft.. setup of colored lights is a breeze with _sunlight_color.. Q1 maps now come alive !
One doubt: .lit file must be always provided with the .bsp?
Quake engine with all these features added daily has just reached HalfLife standard !
Seeing my map with colored light.. thought have launched hl.exe by mistake !
One Doubt: .lit File Must Be Always Provided With The .bsp?
#17 posted by mh on 2010/12/01 02:10:26
Correct, yes. It breaks the BSP format if you try to include the new lighting info in it.
..why So Few Replies ?
#18 posted by delor3 on 2010/12/12 16:19:48
..for a really handy feature
...anyway coloured lights rock !
#19 posted by jt_ on 2010/12/13 02:47:41
too busy mapping.
:)
Yeah
#20 posted by madfox on 2010/12/17 01:43:43
coloured lights .., great!
I was waiting a while, because I had this "exceeded to many packages for vis" error.
It seems to be my map has gone to big.
mh - good work!
why not called it version 1.4?
Hurra' For Colored Lights!
#21 posted by delore on 2010/12/17 04:02:18
But who really created that ?
mh, aguirre, i'm confused about this..
Anyway my current outdoor map with such lights looks like Unreal (!)
..now if someone could tell me how to add colored volumetric fog _
No Volumetric Fog!
#22 posted by RickyT33 on 2010/12/17 10:21:51
Heh - you need an info_command entity to make fog.
If you type "0.2" on the console you will get thick fog.
If you type "fog 1 0 0 0.2" you will get red fog (R G B Density).
(assuming you are using a suitable glQuake engine)
You need a special custom entity to do it automatically in a level, called an "info_command". The easiest way is to use the Quoth mod. To make the entity for your own custom progs I wouldnt know where to start, but someone will ;)
#23 posted by RickyT33 on 2010/12/17 10:22:21
second line "if you type "FOG 0.2" on the console.......
Or Just Add It To The Worldspawn.
#24 posted by metlslime on 2010/12/17 12:33:01
no info_command needed.
#25 posted by gb on 2010/12/17 12:35:59
hipnotic source should have that, iirc. Chapters, extras maybe as well.
Ok.. I'll Go With Worldspawn Option
#26 posted by delore on 2010/12/17 13:36:57
#27 posted by Spirit on 2010/12/17 14:12:22
It is no volumetric fog though, just plain fog that applies everywhere (depending on the engine). It also looks very different in different engine implementions. Can add a lot of atmosphere but don't rely do much on it because of those issues. Test your map in at least fitz, darkplaces and aguirre's glquake.
#28 posted by rj on 2010/12/17 17:32:19
no info_command needed
info_command can be used when you only want it foggy in certain areas - ie. turning it on & off as the player progresses through the map ('in vein' for an example) - which i think is what ricky meant. obviously doesn't work if you only want fog on the floor or in pits a la q3
Yeah
#29 posted by RickyT33 on 2010/12/17 18:11:45
I stupid - I've been using an info_command for global fog! I used it with triggers in thehand.bsp go get red fog in an arena, and feint grey fog in the rest of the map ;)
My current project has some fog, and im using an info_command for global fog there too. Maybe I should change it to worldspawn
#30 posted by gb on 2010/12/17 20:10:03
volumetric fog, or something like it, should go on the list I think. Let's see how the bsp format thing ends up.
Not now, of course.
Telejanos
#31 posted by madfox on 2010/12/18 07:41:10
has a colored fog in tree colours in the option console.
Some Answers
#32 posted by mh on 2010/12/18 16:37:45
> But who really created that ?
> mh, aguirre, i'm confused about this..
As far as I'm concerned it remains primarily Aguirre's work; it is still his light tool after all; all I did was add colour support to it. But full credit for the original tool belongs to the original author.
> why not called it version 1.4?
I don't want to "take over" the tool (I'm not a tools guy for starters!); the original is still Aguirre's and if some day he releases an updated version then the next version number is his and his alone to take. This is release 2 of a fork of his 1.43, and nothing more.
#33 posted by gb on 2010/12/18 19:08:20
I think the tool's readme has a list of authors / inspirations.
I'm No Biny
#34 posted by madfox on 2010/12/19 00:20:06
I was just joking.
If i had been really smart, I would have wrote 1.44, or 1.5 or whatever.
I'm even not smart enough to get a coloured fog, or it would have been in worldspan with a colored light.
But that's not fog. Still fun to see it in Telejanos.
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