Mikko
#3408 posted by R.P.G. on 2005/03/09 12:18:19
Yes, you're correct. In Q1, when you make a map, all the textures are included in the .bsp so you don't need to include the .wad.
Unreal Rock
#3409 posted by Mikko on 2005/03/09 12:37:25
Great to hear - thanks.
Anyways - where to get that Unreal rock texture which has been used in Quake levels lately?
Lol
#3410 posted by DaZ on 2005/03/09 15:58:43
from the bsp of that map perhaps?!!! :D
Grab a copy of texmex (google is your friend) as that proggy can open q1 bsps and save the textures to .wad
Rofl
#3411 posted by necros on 2005/03/09 21:59:33
boy, did this freak me out when i first saw it:
Full: 50.71%, Elapsed: 69h 10m, Left:13770h 29m, Total:13839h 39m, 0%
luckily, it eventually smoothed out to about 5 more hours. hehe
Benefits Of Light Optimization
#3412 posted by Friction on 2005/03/09 22:40:48
n general, how much of a gain is there on this? ie: is it really worth doing or just if you want to try to get an extra 1 or 2 fps here and there?
It is worth it. The area pictured here went from 25fps to 40fps after aligning lights to minimize overlaps and splitting brushes at light edges.
http://www.kolumbus.fi/ville.nieminen/progress.jpg
And yes, keep the light on grid. It makes life much easier when you lights are on atleast 8 unit grid. If you are going to hit one brush with two lights, it doesn't matter if the overlap is 64 or just 1 unit. Result is the same, so keep the grid coarse.
Models behave just like any brush geometry when it comes to lightcount. If one side of the model is lighted and another isn't, the other side shows as red (1) and tris in darkness as black (0). Exactly the same if it was built from brushes. Doom3 doesn't care to what entity the tris belong to, they all behave the same when it comes to lighting. Terrain in Doom3 is made from models also (huge models), so it isn't a special case. Size is irrelevant.
Speaking of size.. Not many know this, but Doom3 models can be resized in the editor. The rotation of objects is defined via transformation matrix, which also contains the multiplication factor for size. See the rotation key/value pair. For unrotated model it is something like "1 0 0 0 1 0 0 0 1". Change it to "2 0 0 0 2 0 0 0 2", and see the model size double. D3Editor will reset these values if you rotate the model again, but you can re-type them should you need to.
Nice!
#3413 posted by necros on 2005/03/09 23:20:58
thanks for all the info! :)
looks like i've got my work cut out for me... this looks like it will take about 10x as long as a normal q1sp. O_o
Prefab Textures
#3414 posted by JPL on 2005/03/09 23:40:43
I found some prefabs (for military stuff) on the web, but many of them don't have the related textures.
I tried to "self-create" the textures, but it was fully unsuccessfull, due to my lack of kowledge in this domain.. So where can I find full (.map + .wad) prefab ?? Or at least some cool textures of Jeep, Tanks, Missile, etc.. etc..
Necros
#3415 posted by aguirRe on 2005/03/10 00:15:56
Hehe, five digit hours, that's 577 days ...
Skies
#3416 posted by Mikko on 2005/03/12 11:47:26
I was just trying to experiment with different skies but I can only see one - the one I used first. Should every sky texture be the same? (WorldCraft)
For Q1
#3417 posted by Kell on 2005/03/12 11:52:37
Yes, only the first sky texture loaded will be displayed on every skyface in the map, afaik.
Bah
#3418 posted by Mikko on 2005/03/13 09:44:57
But I can still change the sky for the level if I replace every skyface with the new one?
Mikko
#3419 posted by R.P.G. on 2005/03/13 13:04:41
Yes, that is correct.
Door Problem
#3420 posted by JPL on 2005/03/16 06:27:21
I would like to manage a door like this:
1/ First open the door with a button, and let it open
2/ After crossing the treshold of this door, close it definitevely behind the player..
I made many tried with "wait -1" field and "trigger_once" function, but I was unable to reach my expectations... Is there something I missed ? Can somebody give some good advices to achieve it please ??
Jpl
#3421 posted by Vondur on 2005/03/16 06:30:46
add spawnflag 'toggle'
and trigger it with a trigger as soon as u enter the room, it'll close instantly
Oh
#3422 posted by Vondur on 2005/03/16 06:31:51
and toggle is
spawnflags 32
Vondur
#3423 posted by JPL on 2005/03/16 06:32:22
OK, I understand now why it was not working, thank you very much :)
ClipNodes Producing Leaks
#3424 posted by JPL on 2005/03/17 00:46:06
I had yesterday night a ClipNodes problem i.e ClipNode Number (33015) exceded engine limit (32767)... and I found many informations about this kind of problem in the amount of previous post ;) For eaxample how to reduce significantly ClipNodes number...
Nevertheless, I have a question: Does ClipNodes number can produce a map leak ? Or is there something else I missed ?
Not As Far
#3425 posted by aguirRe on 2005/03/17 01:11:32
as I know, but leaks in hulls 1/2 will increase clipnodes significantly due to no filling of outside in those hulls. So excessive clipnodes indicates that you might have a leak, but is not the cause.
JPL
#3426 posted by Vondur on 2005/03/17 01:19:49
to make sure u have no leak but clinodes excess, clip some recesses/alcoves in your map, i.e. make less clipnodes (lower the amount which is supported by qbsp), if the number of clipnodes will be lower than critical and you'll still have a leak error, then you got the leak, go seal it.
AguirRe
#3427 posted by JPL on 2005/03/17 01:28:29
So there is something mysterious here: I only added some walls, and in order to test texture alignements, and how it looks with shadows, etc.. I tried to compile the map, and sunddenly, the map leaks, while it didn't before the modifications (and these modifications were not impacting the map sealing...)
Anyway, I will try to add clip brushes in order to reduce ClipNodes (particularly on terrain part), and I'll try to recompile and see what will happen... using your tools tips ;)...
BTW, when loading the prt file in the map, I can see the "point" going throught the middle of a wall... It's something weird because there is no "hole" in the map ! o_O
Vondur
#3428 posted by JPL on 2005/03/17 01:29:43
Thank you, that's exactly what I'm going to do (see my previous post)... They crossed each other ;)
Sounds
#3429 posted by aguirRe on 2005/03/17 02:59:16
like a leak in hulls 1/2. Check the brush and its neighbours and make sure they're aligned. If the leak is in hull 1, you can often verify the leak by walking/falling through the brush.
Btw, it's the pts (point) file you load into the game, the prt (portal) file is used by vis when the map is sealed.
AguirRe
#3430 posted by JPL on 2005/03/17 03:08:13
I didn't be able to walk/fall through the brush... I will check the map this evening (with your "magic" -hull <1/2> option)... Thank for your advices ;)
AguirRe
#3431 posted by JPL on 2005/03/17 06:33:26
Ooops I forgot to mentionned that, If I remember well, leak occured in Hull 2 (reached occupant etc.. after Hull 2 start in TxQBSP...), so what am I suppose to look for now ??
Leaks In Clipping Hulls
#3432 posted by aguirRe on 2005/03/17 08:19:01
can be tricky to find and fix. The first thing I'd do is to inspect the brush and its neighbours where the pointfile goes through the hull. Look for tiny misalignments (zoom in real close), especially in non-axial junctions.
Try expanding or otherwise change one or more of the brushes in all directions to find the culprit. Building with the -hull 2 option may help if there are HOMs in that area but it's mostly useful for finding clipping errors fully inside the map (which don't cause leaks), see also ToolTips. Use the -starthull 2 option to speed up the turnaround time (to quickly see if the leak is fixed; abort if not).
If you can't sort it out, send me the zipped map (no wad yet) and I'll see what I can do. Please also include what compiler options you're using.
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