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Aguirre
#3849 posted by bambuz on 2005/07/14 08:10:48
you said that making stuff func_walls doesn't improve vising.
But when I've checked stuff in quake with r_drawflat (that shows how qbsp breaks the brush faces into polygons), for example czg's terra6, it really makes a difference.
Look:
http://skynet.campus.luth.se/~chosen/bam/fitz0040.png
http://skynet.campus.luth.se/~chosen/bam/fitz0041.png
In terra6, there are thin window bars (2 horizontal and 2 vertical brushes) on every window opening, and they are world/bsp because of lighting questions I guess. But if you change them to func_wall, r_speeds drop a lot. Notice the vastly different amount of faces.
(I was trying to make terra6 a dm level at winter but sw fuhquake kept graying out at places (many people use that), and I haven't finished yet. The map is at the same dir if you wanna check it out.)
My layman's understanding is that qbsp has to do this because of the fundamental bsp tree splitting algorithm, and it can't be routed around by anything except by excluding the brushes from the whole bsp - i.e. making them entities.
That should also reduce vis times since there are less faces. Maybe i'm wrong. Also entity-making directly should reduce leaf count!
Ok, More
#3850 posted by bambuz on 2005/07/14 08:20:56
so I don't know, maybe the final visibility calculation product will be approximately the same but the number of faces drops by about a factor of 3 in my example case area so both the vis and the game should run faster.
Make possibility to make shadow-casting func_walls please! A bit flag in func_wall? (or a completely new entity type? That is changed to func_wall during compiling after lighting or something... that would be a hack though, preventing multiple compiles on a bsp) Light entities are already modified anyway so it's not a big step - and it would anyway only affect compile time if done right and the maps would work perfectly in old engines too.
thank you.
Bambuz
#3851 posted by R.P.G. on 2005/07/14 09:26:03
I really don't know how much you know about mapping, so forgive me if I sound condescending. However, you (along with some other folks) might want to read this article at Rust on poly count reduction:
http://www.gamedesign.net/node/53
It's written for Quake 2, but a lot of the information still applies to Quake.
Still More
#3852 posted by bambuz on 2005/07/14 09:29:23
some people complain that entities greyflash out. I've found this to be a problem with the map in general having too many faces or something in sw quake - which the changing of detailwork to func_walls would precisely cure!
If you bring details to world to avoid them flashing out, that'll just flash out something else, like health paks and only worsens the problem by increasing the face amount a lot!
I don't know what the func_walls do to network traffic. I imagine, since they can never move, their position would never need to be transmitted anyway and they would cause no traffic at all.
Quake's Interface GFX
#3853 posted by . on 2005/07/14 10:13:31
I'm editing the interface GFX, all is going well so far:
http://www.phait-accompli.com/q/s4/pre/gfx_1.jpg
But - I cannot find the number .lmp(s)! Where be they?
Numbers(and A Horror Story)
#3854 posted by Preach on 2005/07/14 10:29:28
The numbers are all hidden in gfx.wad, along with most(all?) of the HUD elements. You might need a program like adquedit to get at them.
WARNING
Adquedit requires you to add directories to it's list of mod folders before you can open them. Deleting them in adquedit with the delete key does not remove them from the list, but rather deletes the folder itself. I almost deleted my entire drive like this, fortunately the adquedit folder comes high up alphabetically, and it crashes when it attempted to delete itself.
Ahhh
#3855 posted by . on 2005/07/14 10:37:38
Thanks. Yeah I'm using Adquedit and exporting to PCX, and I found a PCX to LMP conversion app. Thanks for the warning also, but I recall deleting a folder, and haven't noted anything missing on my hard-drive.
Triangles, Triangles...
#3856 posted by Mike Woodham on 2005/07/14 11:21:23
... I've even got triangles on me triangles. For Bob's sake, give me a circle!
http://img344.imageshack.us/img344/9509/fitz00014cw.jpg
Replies
#3857 posted by metlslime on 2005/07/14 11:44:26
Aguirre: in addition to r_draworder in winquake, you can use r_showtris in fitzquake to get similar information.
Bambuz: that's weired how your gun and monster models don't have solid-colored triangles, but instead are smooth shaded. What video card are you using?
Preach: I did delete my entire C:\games folder doing that. It was terrible.
Hl Tex's
#3858 posted by drew on 2005/07/14 11:53:45
I know alot of you guys will think this to be sacrilege, but I want to use HL textures in Quake. I converted the wad to quake format, but there are a few little things I'd like some quick help with.
1 - is there a way to darken all of the textures in texmex?
2 - how do I eliminate the fullbright spots?
thanks
Metlslime, RPG
#3859 posted by bambuz on 2005/07/14 12:07:12
metl:
geforce4 mx440. Do you want my commandline & configs?
Also the face coloration is a bit funny in the second shot at the right side of the top of the stairs - almost exactly same red tone in two adjacent faces.
RPG:
yeah I know 95% of that stuff although the 1 unit offsetting hadn't occurred to me before today... and doesn't that break some things f.ex brushes are good to be on big grid and faces on same planes etc.. Besides the whole thing being a gimmick. All in all, that article supports my point entirely. Thanks for the link anyway.
Metl
#3860 posted by aguirRe on 2005/07/14 14:11:52
Thanks, I didn't know that. I think I prefer the WQ display with texes, but it's good to have an alternative.
Corpse Disposal Service?
#3861 posted by Mike Woodham on 2005/07/15 07:23:38
I have over 250 monsters in my latest FMB and thought it might be beneficial to dispose of the corpses as we go, especially as I haven't finished the map yet.
As a test, I have used:-
{self.nextthink = time + 60;
self.think = SUB_Remove;};
immediately after the death frames, which works fine.
But it looks a bit too sudden if you happen to see it in-game. Is it possible to 'fade' the image of the monster before removing it somehow? Or perhaps associate the disappearance with some other effect?
Rather than reinvent the wheel, does anyone know of this idea already released somewhere? (I have seen it in some Paks, including a nice sinking into the ground effect, but these have not been put out to public use)
I did Google "Quake SP corpse disposal" and got links to rather too many true-to-life ideas.
Well I Full-VISed The First Map...
#3862 posted by . on 2005/07/15 07:34:05
Took only 40 minutes - I was expecting a couple hours or more. I may have read the timing wrong. It's stated in the readmes that the format is:
Changed time format when hours > 0 to "HHh MMm" (e.g. 12h 13m
About midway it started reporting:
Full: 56.4, Elapsed: 6:14, Left: 17:15, Total: 23:29, 26, then finally
Full: 100.0, Elapsed: 39:04, Left: 0:00, Total: 39:04, 100
Elapsed time : 39:16
State time : 0:02
So what confused me was, when I saw a number such as 34:16 - I thought it was saying 34 hours! But no, stupid me - it'd of been 34 hours only if it said: 34h 16m
:P To think I let this run while I slept...
QC Question
#3863 posted by . on 2005/07/15 09:16:45
I'm familiar enough with if/else statements so this should be simple enough. I'm looking in CLIENT.QC and what I want to do, is have the "end episode" text actually display every 2 maps. The player does NOT need to collect the runes for these to display, and from what I'm reading, that doesn't seem to be a prerequisite either.
if (intermission_running == 2)
{
if (world.model == "maps/e1m7.bsp")
This tells me "if intermission is displayed on map E1M7..." - so, wouldn't I simply change "maps/e1m7.bsp" to "maps/mymap.bsp", and then my message will display?
Two other things, below the above:
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3); Do I need to change anything here?
Lastly, I should just be able to take the episode text in client.qc and compile it into progs.dat completely alone, right? Or would I need to just modify the client.qc, leaving everything else inside it intact, then compile the progs.dat with everything thats originally in it?
Thanks for all the help!
#3864 posted by czg on 2005/07/15 09:32:49
First one: Yes, your assumption is correct.
Second one: Those are for changing the track of the CD, to play the intermission music. I'm not too sure about the protocol here tbh.
Third one: You will need to do a full recompile of the progs.dat.
Ok, Checked My References:
#3865 posted by czg on 2005/07/15 09:38:10
12.1.4. Set CD Track
WriteByte(MSG_ALL, SVC_CDTRACK);
WriteByte(MSG_ALL, val1); // CD start track
WriteByte(MSG_ALL, val2); // CD end track
Fading Corpses
#3866 posted by Preach on 2005/07/15 11:38:47
Here's a little bit of code that will make the corpses fade in engines that support .alpha. In engines that don't support it, the corpse will disappear as usual. There's no way to hack it in engines that don't support .alpha nativly, but most GL based engines have it. Here we go:
Open subs.QC, and right at the top add
.float alpha;
Then, add this routine below SUB_Remove.
void() SUB_Fadeout =
{
self.alpha = self.alpha * 0.8;
if (self.alpha < 0.01)
{
remove(self);
return;
}
else
self.think = SUB_Fadeout;
self.nextthink = time + 0.1;
}
Then, replace all the SUB_Remove bits you have with
self.alpha = 1;
self.think = SUB_Fadeout;
And it's done!
Course, it doesn't work for all engines, if you wanted to, for example, spawn a puff of particles/blood as you remove the corpse, doom3 style, just look at writing a function similar to SUB_Remove with a particle spawn. Weapons.qc has some examples of particle spawning to look at, with the blood functions at the top and that.
One More Thing
#3867 posted by Preach on 2005/07/15 11:43:46
The fade routine above doesn't act on gibs or heads thrown when you gib a monster. The gibs are removed on a timer anyway, but don't fade, and the head doesn't fade at all. Have a look at throwgib and throwhead and whether they can do the job automatically. Otherwise the heads will use up the entities.
Preach
#3868 posted by Mike Woodham on 2005/07/15 12:09:26
Thanks, I will get onto this first thing in the morning. Will report back how I get on.
HL Tex
#3869 posted by drew on 2005/07/15 12:31:34
so uhm...
How do I reduce the overall brightness in texmex, and how should I go about removing fullbright spots in my textures?
Thanks again.
Corpse Disposal
#3870 posted by bambuz on 2005/07/15 15:44:27
in lost chapters the corpses sank into the ground with a delay.
Grrr
#3871 posted by . on 2005/07/15 22:19:30
I'm editing the console and HUD graphics. All is typically going well except ATTN: METLSLIME! - your Fitzquake (0.75 and 0.80) crashes since my most recent GUI updates. However, Winquake does not crash! Usually the crash can be attributed to a file that is too large/doesn't meet the right size - but this is not the case, and all the graphics are the corret palette too. What say you?
Also Winquake
#3872 posted by . on 2005/07/15 22:23:57
While Winquake does not crash immediately after launch (like FitzQuake), it does crash once I start a map and says: "Double Quake Error - Draw_TransPic: bad coordinates" -- whereas when FQ crashes it just gives a cryptic "This program has performed an error" or somesuch.
Preach
#3873 posted by Mike Woodham on 2005/07/16 00:01:23
Unfortunately, it doesn't work with Fitzquake.
I tried DarkPlaces and at least saw the effect, which is quite cool. Thanks for trying.
Bambuz: I just checked Lost Chapters and it is a good effect, but the code has not been released to Joe Public.
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