Terrain Mapping
Originally i had tried to just use straight vertex manipulation. This looked fine in-editor, but everything was hopelessly broken in-game. I then tried cutting my base structures into triangles before doing my vertex manipulation thing, and it ended up looking decent in-game.
Is this the right way to do it, or am i setting myself up for worse problems down the road?
Tris
#3759 posted by . on 2005/06/24 14:14:33
While time consuming, tris are the way to go.
Thankx
#3760 posted by madfox on 2005/06/24 19:03:37
Thanks again Preach.
You helped me with a thing I was crunching for years with. So glad I found it yet!
Replacing monsters was a tough job, adding even more.
It helped me with understanding a little more
of the qc scripting, which in my opinion still
has something of pure magic.
Clipping Hulls
#3761 posted by cyBeAr on 2005/06/25 19:40:37
Is there any engine out there yet that lets you view the different hulls or is the "-hull #" option of aguire's qbsp the only option available?
CyBeAr
#3762 posted by Tyrann on 2005/06/25 19:48:45
http://disenchant.net/engine.html
(Only implemented in the GL version)
Thanks Tyrann
#3763 posted by cyBeAr on 2005/06/25 22:12:17
I really miss fitzquake/q3 style movment in noclip mode though and I think the hulls would be better displayed as some kind of wireframe or semi-transparent representation. Shouldn't complain though since it is very usefull even as it is.
Now that I've seen the ones I felt and some additiional ones I just have to figure out how to get rid of the evil clipping problems...
Mousetrap
#3764 posted by madfox on 2005/06/26 21:29:14
Glad my attempt, adding a monster, succeeded.
http://members.home.nl/gimli/rat02.zip
Hickory, Dickory, Dock...
#3765 posted by Mike Woodham on 2005/06/27 00:08:33
Two things:-
1) the trap operates on its own once you have triggered it for the first time - about every 12 seconds. Is this intentional?
2) Huston, we have a dead mouse flying.
http://img296.echo.cx/img296/2507/fitz00003il.jpg
I shot this mouse and he flew up in the air and stayed there?
Other than that, they are good, nuisance monsters like spiders and vorlings.
Fidler Of Hameln
#3766 posted by madfox on 2005/06/27 10:49:25
While the Quake engine can't collaps objects (in stead of the Custent) I made the trap like a func_train.
My idea was to hurt the rats, but as they have no pain-frames in it, that won't work.
The flying mouse you see, is one that has fallen on the trap itself. It isn't flying.
Took me some time to make them fall on ground the same way, as the h_gib1.mdl frame and the squish-frame in the rat.mdl aren't in the same position.
ThrowHead function make them land lower, reason why they just disapear.
Would like to make them jump and retreat.
Q1 Console Gfx
#3767 posted by . on 2005/06/27 18:30:42
I looked inside GFX.wad and also the GFX folder of the PAK's and can't seem to find the big console graphic. Where be it? I saw one .LMP that might be it, but QPED said it wasn't viewable.
It's Called
#3768 posted by aguirRe on 2005/06/28 02:27:01
conback.lmp and used to have a limit of about 64k in size, but some paks use larger and might cause some engines/tools to fail (or even crash) to load it. Carved in Flesh is such a pak.
Thought So
#3769 posted by . on 2005/06/28 02:47:38
I found a tool called Adquedit and was able to extract it. So I'll have to keep it under 64k then? The original file is 55.9 KB.
If You Want
#3770 posted by aguirRe on 2005/06/28 04:00:22
to avoid weird behaviour or even crashes in standard engines, you should keep it beneath 64k. There are also similar restrictions on skins and other texes (at least in GL-engines), but the limit is higher then.
In my next engine versions, I've added warnings when exceeding normal limits.
Mini Chthon
#3771 posted by Mike Woodham on 2005/06/28 14:03:21
I wonder if anyone can point me in the right direction...
I remember seeing a mod where Chthon had been shrunk somewhat and could be killed with ordinary weapons. I am not sure if it was part of a larger map or was just an example map showing the mod.
I remember that there were two of these in little lava pools each side of a very small room and you could duck in and out of the room (it may have had a doorway at each end of the room) and lob grenades at them. The room was probably 1024 x 512, or at least that kind of proportion
I've Googled, Copernicked and even Asked Jeeves but only get referred to Chthon10 or Chthon! neither of which are what I am after.
Ring any bells with anyone?
#3772 posted by Kell on 2005/06/28 14:06:44
The mini-chthons in little lava tanks appeared in Mish Pak 2: DoE iirc
Roger Bannister Eat Your Heart Out...
#3773 posted by Mike Woodham on 2005/06/28 14:42:43
Bugger me Kell, bit quicker next time please:-)
Thanks. However... I never bought DOE, so if that was it, it must have been released to the public OR someone used it in a map.
I have a lot of lava in my current map and thought that it could be a useful extra monster type?
Mike
#3774 posted by aguirRe on 2005/06/28 15:45:36
You can get the DoE QC source here: http://ftp.sunet.se/pub/pc/games/idgames2/more_idstuff .
And the DoE map Kell refers to is probably Elemental Fury II (r2m3).
Ogro Textures?
#3775 posted by hajas on 2005/06/28 16:38:26
Hello, It's my first post here... :)
I'm looking for the pak (zip) with all Ogro's textures but I can't find anymore. :(
the file on his site is down and I still don't had lucky.
can someone help me?
thanks,
Freddy
Ogro Textures
#3776 posted by VoreLord on 2005/06/28 18:34:52
Hope these are what you are looking for?
Try here
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
tip
If you find files on PQ/fileplanet that seem to be missing/404. just add the following before the filename path,
fileplanet.com/dl.aspx?
for eg, the following link
http://www.planetquake.com/dl/dl.asp?q2cc/q2ccv102.zip
would become
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
( func_msgboard will screw up the above example, but you should get the idea, hope so any way}
Not guaranteed to work on all occassions, but will for a lot.
You Can Still...
#3777 posted by metlslime on 2005/06/28 18:36:21
hover over the links to see what vorelord is talking about, though.
And For The Life Of Me
#3778 posted by VoreLord on 2005/06/28 19:04:06
I don't know how I came to use 2 totally unrelated links in my example above, but I did, it of course should be,
tip
If you find files on PQ/fileplanet that seem to be missing/404. just add the following before the filename path,
fileplanet.com/dl.aspx?
for eg, the following link
http://www.planetquake.com/dl/dl.asp?pandemonium/ogropak.zip
would become
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
// I'm going to go and have a lie down now
Antilight Question
#3779 posted by JPL on 2005/06/29 00:48:24
I'm not yet really used with antilight use, so I would like to have a little bit informations.
I just would like to have confirmation that antilights are only lights with a negative value, or if there is something more in their description (additional field, etc...)
I also noticed that antilights didn't have effects on worldspawn minlight value, i.e it is impossible to have a zero light (like full dark) area around antilights... or do I missed something ?
Thanks in advance...
Jpl
#3780 posted by Vondur on 2005/06/29 01:00:31
antilight have the same keys as usual light, i.e. wait, etc (if u use aguirres light). and if i remember right it affects minlight turning everything to pitch black.
Vondur
#3781 posted by JPL on 2005/06/29 01:30:56
Well, so it seems I set antilight fields correctly (i.e negative value, wait, delay, etc...) Maybe I need further tries to find the good use with the good effect..
Thank you Von'
Jpl
#3782 posted by Vondur on 2005/06/29 01:34:04
the only good use is to black out abysses like in numb nimbus level by czg.
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