Melt:
#4327 posted by necros on 2005/09/30 14:46:57
so you're saying that the meshes should get the LOD treatment automatically?
does anyone know if that would work? i know a lot of the hell maps were made out of meshes and not brushwork. is there a way to tell from those maps if LOD will work or not?
Metlslime
#4328 posted by PuLSaR on 2005/09/30 16:53:13
I discovered a strange behavior of fitzquake recently. It crashes when my wc is open. When I close the editor fq starts to work properly again.
???
Pulsar:
#4329 posted by metlslime on 2005/09/30 19:09:30
- What's the error message?
- Do other engines crash too?
Necros:
#4330 posted by metlslime on 2005/09/30 19:11:01
I don't know anything about it, but I'm just saying that if there's LOD, it's probably mesh-only, and therefore to take advantage of it you'd have to use meshes.
Oink
#4331 posted by R.P.G. on 2005/09/30 20:20:52
if there's LOD, it's probably mesh-only, and therefore to take advantage of it you'd have to use meshes.
Or lots and lots of curves.
Hello bless.bsp.
About LOD...
#4332 posted by necros on 2005/09/30 22:28:53
is that automatic? or do i have to model each level of detail myself and somehow assign each different model version to a certain distance?
Metl
#4333 posted by PuLSaR on 2005/10/01 04:26:42
something like program will be closed - usuall windows error only
other engines (vanilla, agurRe's one ���) work
PuLSaR
#4334 posted by aguirRe on 2005/10/01 07:31:41
I occasionally have BSODs in WinXP when having the OpenGL view open in QuArK and then start a GL-engine. In my case it's driver related (NVidia), maybe yours is too?
Does it seem related to whether the WC 3D-window is open or not?
As Fas As I Can Tell
#4335 posted by czg on 2005/10/01 07:46:59
Doom 3 has no LOD.
Q3 had it by having several sets of models for each model, but as far as I can tell by poking around in the D3 code it has nothing of the thing. Shouldn't be too hard to set up in a mod tho I guess...
Sound Files
#4336 posted by Mike Woodham on 2005/10/01 11:56:15
I am not clear on the use of .wav files for sound effects in Quake.
I have seen from earlier posts that they should be 8bit/11khz/pcm. That's OK but do they have to be of a certain length or perhaps, not longer than x?
I have been experimenting and I have one file (an explosion) that plays as intended and another that keeps playing and wont stop?
Any suggestions or pointers to sites?
Mike...
#4337 posted by metlslime on 2005/10/01 12:04:15
could be that the second sound is looped. Looping for quake seems to involve putting a "marker" in the file. It's sort of confusing as the sound editors that can do it don't seem to consider it to be related to looping at all. I'm a little rusty though as the last quake sound i made was like 4 years ago.
Metlslime
#4338 posted by Mike Woodham on 2005/10/01 13:01:07
OK, you're on to something here. I used a different program to convert the sample to 8/11/pcm and it now does not play continuously.
But now I can hear what a crap sample it is!!
Without giving too much away, I want a sound that plays for a non-predetermined time, fades and stops. The player will inadvertantly decide the duration. Think of leaning on a bell-push - it rings at a constant volume until you realise it's you making the noise, then when you move, it stops ringing and goes silent via a short fade.
Therefore, I want to play the start, then the middle bit for as long as the player is determining (at random) then the end.
My problem is that in playing my sample, it plays start, middle, end; over and over, which gives completely the wrong effect.
I'm not sure if I am explaining myself very well but, if this makes sense, can it be done with one sound or do I have to use three sounds (start, middle, end)?
AguirRe/metlslime
#4339 posted by PuLSaR on 2005/10/01 13:05:42
it can be a driver problem, but (I think) it worked fine before. I noticed that strange crash only 2-3 day ago.
There was no driver update/fitzquake setup changes for that period.
Mike:
#4340 posted by necros on 2005/10/01 13:58:00
two ways of doing this:
1. Make a soundfile which include the start and middle section. mark the middle section only to loop.
Make a seperate soundfile for the end section.
Now, in qc, you make an entity play the start/middle sound when triggered. you then need to make some way to let the entity know when the player has stopped triggering it, and then make it play the end section sound on the same channel, so that it overrides the first sound.
2. Seperate start, middle and end into seperate sounds.
In your entity now, when it is triggered, it should play the first sound, then have a self.nextthink = to the amount of time that the start sound is in length. it should then loop a sound call for the middle section with a nextthink = to the duration of the middle section, and then simply play the end section to stop it.
burr... don't really feel like going into details, hopefully you got the idea. :P
Necros
#4341 posted by Mike Woodham on 2005/10/01 14:19:27
Thanks, I can work on that.
Yeah...
#4342 posted by metlslime on 2005/10/01 15:03:01
do what necros said. This is how quake's door sounds work. Be sure to play both sounds on the same same channel so that the second sound cancels out the first.
Aguire
#4343 posted by necros on 2005/10/02 15:57:42
is there a console command in your engine that will display the amount of precached models? (that one where only unique models count, but doors and trains count for one each)
Mcache
#4344 posted by PuLSaR on 2005/10/02 16:09:23
Necros
#4345 posted by gone on 2005/10/06 03:52:32
I read you can hide/unhide stuff in d3 on trigger - that way the 'hallucination' parts are made, when you suddenly see blood on the walls and other satanic models appear
cant recall details, look\ask at d3w
Also
#4346 posted by czg on 2005/10/06 04:57:06
D3 has this "Demonic influence" feature, though it hardly seems to be used. It means that guis and some models and lights have alternate versions that are only showed when the demonic influence is switched on. Seems like id didn't use that too much tho.
Also there are spectrums in lights, that is you set a light to only light up materials which are in the same spectrum, so you could make a light that lights up all spectrums, and you see blood and gore wherever you shine it or whatever. Make it flicker and move around for spooky effects! boo!
#4347 posted by gone on 2005/10/06 07:54:02
cool :)
Q1 Question Now
#4348 posted by necros on 2005/10/10 11:56:01
Doors, plats, trains all are bmodels and use up a precache thing.
what about triggers? trigger_relays? what if a trigger_relay was a point entity and not a brush?
quark used to make the trigger_relays as point entities, while gtkr makes them as brushes. i never bothered changing it to point entities, but if they can save a precache slot, it would be worth the effort
Trigger_relay
#4349 posted by Preach on 2005/10/10 12:19:55
In the quake source they are always point entities, they don't use a bmodel if they have one. So yes, switch them to point entities and you'll save a precache(I'm sure I'm correct in saying every bmodel is precached automatically even if it's never used). The same goes for a trigger_counter, although that one tends to be done correctly more often.
Silver Key Required
#4350 posted by bambuz on 2005/10/12 04:55:32
Super-newbieish question but I had some difficulties in my speedmap:
I made a func door, gave it targetname "eastcage".
Then a func_button to open it (target "eastcage"). I wanted to make it so you need the silver key to be able to press the button.
WC doesn't immediately show a spawnflag for that, so I used the same bit as a func_door would require if you made it silver key only.
This didn't work, the button was still pushable without the key. Also making the eastcage door silverkey-spawnflagged didn't do anything special, it still opened if you pushed the button without the key. So I turned the button to a func_door with a target of "eastcage". Now I could silver-key-spawnflag it, and it worked. Now the button can only be pushed if i have the key. Except now the eastcage door can be opened directly by touching?! (if I have the key) I even made a dummy button with the target of "eastcage" and hid it, but the door is still touch-openable (with the silver key). I gave up.
I don't remember if I had the vanilla or czg flavor fgd.
#4351 posted by gone on 2005/10/12 05:47:22
just remove 'requires silverkey' from the door?
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