Tried Trigger_multiple It, Didn't Work For The Coop Player
#4250 posted by Baker on 2005/09/20 00:04:22
Looks like that would require QuakeC
But..
#4251 posted by metlslime on 2005/09/20 01:11:52
trigger_multiple is not trigger_counter.
Hipnotic Development Kit?
#4252 posted by Baker on 2005/09/20 02:50:11
Are the Hipnotic and Rogue development kits still available somewhere? (I have the Zerstorer one)
Google isn't turning up anything.
In particular I'm after the force field/particle field QuakeC.
Or
#4253 posted by necros on 2005/09/20 08:29:02
look for the custents devkit which has both the hip and rogue code stuffs as well as other things
QC Source
#4254 posted by aguirRe on 2005/09/20 10:26:54
Got 'em
#4255 posted by Baker on 2005/09/20 14:47:19
And it occurs to me how doomed Quake would be if we ever lose ftp.sunet.se (the final mirror).
aguiRe, ever thought of adding Tyrann's "remove_skip.exe" code into txQbsp? I can't see someone using a texture named "skip" texture for anything but for a "removed texture".
There Are Other
#4256 posted by aguirRe on 2005/09/20 15:07:27
idgames2 mirrors, but I only know of sunet's planetquake subdir, which actually contains a lot of stuff.
No, I haven't thought of putting that feature into qbsp.
Skip Removal In Qbsp
#4257 posted by metlslime on 2005/09/20 16:20:12
yeah, this would be nice. Probably should be off by default and activated by command line.
Tyrann's skip removal tool is pretty hacky -- it doesn't remove the surfaces or marksurfaces from the file, it simply shortens the list of marksurfaces for each node. Or something like that, i can't remember exactly.
A more robust version (actually removing the faces from the bsp, not allocating lightmaps for them, etc.) would only really be practical if it was handled during the qbsp stage.
How To Do Large Rectangular Lights Right?
#4258 posted by Baker on 2005/09/20 18:36:21
I've seen lights that are long rectangles ...
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Are they making a ton of individual lights? What technique are they using?
Or is there an easy way to take a brush and make it illuminate?
Baker
#4259 posted by R.P.G. on 2005/09/20 19:33:54
Unless you're using surface lighting, you just need to place one or a few lights. Sometimes I go with one, but sometimes two.
Baker
#4260 posted by inertia on 2005/09/20 20:31:17
If the texture is one of those 32x128 dimension light textures, i recommend making 4-8 light entities along the length of it. that gives a nice and even illumination. Copy / paste is your friend.
Skip
#4261 posted by bal on 2005/09/20 23:11:51
Tyrann said he stopped using his skip program cause it causes visual glitches sometimes, I've been using it quite a bit and haven't come across any problems though...
But yeah, a real skip pass during qbsp would be awesome, one of my maps keeps going a bit over markedsurface engine limit, and being able to skip some stuff could probably help. =D
Idgames2 Mirrors
#4262 posted by Spirit on 2005/09/20 23:54:14
Does Skip Tool Help To Reduce Marksurfaces?
#4263 posted by PuLSaR on 2005/09/21 02:14:27
I have 31499 marksurfaces in my map already. But I still need to make a large hall for final battle. I need to reduce their number. Any ideas?
Pulsar:
#4264 posted by metlslime on 2005/09/21 02:44:28
no, it doesn't remove them, sadly.
PuLSaR
#4265 posted by JPL on 2005/09/21 02:48:08
I have the same problem with my current project: marksurfaces value is around 35000...o_O...and unfortunatly I was not able to solve it :(... and I have to let it as is....
AFAIK, it's not a problem for FitzQuake engine (either equivalent, or better) to manage this too high value: you would only have choppy visual effect ingame with "old PC". And unfortunatly, WinQuake and standard engine should abort during map load.
It seems to be a recurent issue for big maps.. :( ..
Hrimfaxi also has this issue with his last map (tris), and he told me he was able to solve it... We also had interesting discussion about this issue (concerning my map).. so maybe you could contact him directly.. though..
Ffs Guys
#4266 posted by bambuz on 2005/09/21 03:13:34
make episodes of normal maps, not huge-ass maps. It's nicer to play that way too!
Well sorry, I haven't seen what you're working on...
Is this all because of kinn? Some penis measuring contest?
Bal
#4267 posted by aguirRe on 2005/09/21 04:17:52
If you exceed the marksurfaces limit of 32k, I'd suggest not to worry too much unless you experience obvious problems (typically map crashes).
There seems to be some kind of margin before real problems appear and there are several big maps released (e.g. Menkalinan) that exceed the limit without having any apparent issues.
Inside normal engines, bad things will happen immediately when passing 32k, but it might still not cause any harm.
#4268 posted by Kinn on 2005/09/21 05:30:26
Is this all because of kinn? Some penis measuring contest?
*teeheehee* ^_~
Penis Measuring Contest
#4269 posted by PuLSaR on 2005/09/21 08:46:19
a good theme for event =)
Markedsurfaces
#4270 posted by bal on 2005/09/21 11:07:05
Actually, as soon as my map went over the limit (by a few hundred markedsurface), fitzquake became unable to load it (crashes)... That normal? Runs fine now that I'm under again (had to move a part of the map for later use =\ ).
Marksurfaces
#4271 posted by Hrimfaxi on 2005/09/21 12:17:10
Actually you could try to go on mapping on the map as it is.
While working on my last map Tris, I several times went over the max marksurface count.
I found that even if the map chrashed the engine, putting more brushes into the map made the number of marksurfaced drop well below the max again.
Sometimes I had to map in two seperate areas of the map to achieve this but it worked!
I mapped for 5 weeks where the number raised and dropped all the time.
But of course there must be a point where it wont drop anymore, and it may not work in all maps.
I Hate Markedsurfaces...
#4272 posted by necros on 2005/09/21 12:45:07
they're like ants-- you don't know where they come from, but there's a shit load of them.
Hmmm...
#4273 posted by bal on 2005/09/21 12:58:34
How come they go up and down? I'd imagine more areas = more markedsurfaces... no?
I guess I'll be the one to ask the obvious question, what exactly are markedsurfaces?
Marksurfaces Revisited
#4274 posted by aguirRe on 2005/09/21 14:30:50
There are posts earlier in this thread starting here: http://www.celephais.net/board/view_thread.php?id=4&start=1727
including an explanation from metl and several empirical observations that might help.
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