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#4412 posted by necros on 2005/11/03 08:49:30
Not sure if your serious or not..., but select your patch, press s, check subdivide patch and adjust horizontal to suit.
cool, thanks for that. i think i'm just blind, actually. o.0
Thanks Bal
#4413 posted by inertia on 2005/11/03 22:41:39
Re: Re: Gl_fullbrights 0
#4414 posted by JPL on 2005/11/03 23:57:29
This will also disable fullbrights on torches, muzzle flares, and lightning bolts
Metlslime, I checked what you said, and you were right (sorry, I would have to believe you... thousands apologies... :P... ).
However, I made further tests, and the results is I have to choose my textures very carefully. Then I guess I can keep gl_fullbrights 0 in my config file, just because:
1- My new project uses DKT1/3 texture sets which are globally base/modern textures (nothing like mediaval gothic stuff, only metal, computer, etc..) so I will use no torches... The idea is to try to be as consistent as possible, like I was with CDA using only DKT3 textures...
2- The "light-effect" rendering ingame (i.e using FitzQuake) can be balanced adding lights at judicious positions... I guess it wil be the same with other engines. I also made the test with flashing electric textures, and it was not bad at all IMHO...
3- I will try to avoid lightning bolt gun use in this map to solve the issue you mentionned above (removing it from the map is an option...)
In fact, I think the visual effect can be equivalent with or without gl_fullbrights set or not... I just have to take care about what I do..
I will post screenshots later to let you see the effects.. ;)
Um... JPL
Dude. Seriously. Just fix the textures.
HL2 Displacements... Wtf!?
#4416 posted by therealthan on 2005/11/04 04:30:36
Ok, is it just me, or do HL2 displacements actually suck complete arse? What the fuck is that TERRIBLE displacement editor in Hammer? Effectively a displacement has the flexibility of a patch in Max, but the tools are designed as to make editing its geometry in an kind of meaningful way a near impossibility.
Seriously fucking dissapointed... Is there any way I can move the displacement vertices around like vertices of a brush?
Or maybe someone has some handy tips or a link to a good guide...
JPL
#4417 posted by R.P.G. on 2005/11/04 08:50:02
It will be better if you fix the textures instead. It is very easy, even if you have no experience with TexMex.
Jpl:
#4418 posted by necros on 2005/11/04 08:50:30
shutting off fullbrights to fix crappy textures = cheap hack
fixing said textures = proper fix.
Oops
#4419 posted by necros on 2005/11/04 08:52:41
cross posted with rpg! :o
#4420 posted by gibbie on 2005/11/04 08:57:06
JPL ffs listen to fribbles
It takes 5 mins MAX and if you dont know how to do it ill do it for you ok? just come on irc or something and message me
Flamed In Flight... Arghh...
#4421 posted by JPL on 2005/11/04 09:33:29
OK OK calm down please...... I downloaded TexMex yesterday, and I've just made a quick test some minutes ago. It sounds quite easy to modify textures while I still didn't find a Q1 palette related features to convert DKT textures... Is it existing at least ?? Unless it was this brightness adjustement feature... Well... I'll made further tests and I will see if it works well or not... The map is at its beginning, so there is around... hmmm.. 20 seconds of building (TxQBSP, fullvis, tyrLite)... so not a big deal to test the textures ;)
Fitz Won't Load My Speedmap
#4422 posted by bambuz on 2005/11/04 14:13:01
call3 450 setsize setsize
plats.qc: plats_spawn_inside_trigger
plats.qc: func_plat
no function
backwards mins/max
host error:program error
fuh loads it. there is a plat in the map.
Bambuz:
#4423 posted by metlslime on 2005/11/04 15:06:57
- send me the map.
- also, try it in aguirre's engine.
Than
#4424 posted by Blitz on 2005/11/04 18:39:27
Some tips:
- You need to use brushes of equal size if you want the displacement surfaces of two seperate brushes to attatch cleanly with no hassle.
- To move the displacement vertices as you would a single vertex on a brush, set the 'Radius' to 0 and the terrain tool snaps to the point where the vertices meet.
- Displacements don't work on brushes with more than 6 sides.
- Only select the face you need the displacements to show up on (as you would texture a single face) when you create your patch
http://blitz.circa1984.com/blitz_06_16_ver20009.jpg
http://blitz.circa1984.com/blitz_06_16_ver20002.jpg
You can make some very nice dirt piles and rock formations with a little work ;)
If you have any other troubles, get on #tf or send me an IM at 'lolleyballz'
JPL,
#4425 posted by HeadThump on 2005/11/04 21:28:50
I like the feel of those texture sets too. I'm curious, do you plan to use the base Quake monster set, or a mod with tech oriented monsters?
HeadThump
#4426 posted by JPL on 2005/11/04 23:29:00
For the moment I didn't yet thought neither about monsters placement, nor items placement... I only started the architecture design... I also guess Quake base monsters should be enough, while I'm seriously thinking to use a CyberDemon for the last boss.... I get a mod where there is CyberDemon monster model, and I found it not bad at all (if I remember well, I find it in a Doom level remake named "Tower of Babel" done by Marc Fontaine... BTW who's this guy ? I never heard about him... )..
Anyway, I will see later how it could fit with the map.... and then I will decide if I include a (or more) cyberdemon in the map...
Thanks, Blitz
#4427 posted by therealthan on 2005/11/05 02:14:25
I actually bothered to look online and found some helpful tutorials. It turns out that I don't have to move vertices with the crappy spraycan, and can use vertex edit mode to move them instead. Should be good! (proably crap though, I'm guessing)
Screens look interesting. Are you making a cs:s map?
FUCKING STUPID DISPLACEMENTS
#4428 posted by therealthan on 2005/11/05 06:38:34
ok, so I was wrong about the vertex edit thing. You CANT edit the vertices directly, just use this stupid paint geometry shit, which doesn't even make sense. Why the hell to the vertices not move along the face normal when "face normal" is selected? Why can't I just position each vert where I fucking want them? Why do the verts move at about 5000 million miles an hour when I try to move them?
Ugh.
Re: Sm110 Bug
#4429 posted by negke on 2005/11/05 06:42:14
i found it!
the crashes were indeed related to the teleporttrain. for it has to be triggered (be moving on its path) BEFORE it can be used as a teleport destination (at least with the mentioned engines).
but there is another catch: it has to be triggered some time before the teleportation, so just placing a trigger_once in front of the trigger_teleport won't do. apparently there has to be a delay of at least .2 or .3 between the triggerings, otherwise the game will crash.
i more or less fixed it with some temporary solution in the map, but it will work fine if it's used like in end.bsp. 'more or less', because the game still crashes with the same error message when the player comes too close to the moving teleporttrain in the tunnel (shoudn't happen though, because of spawning monsters).
this is probably not rooted in the progs.dat, i assume, as this bug only occurs in some engines and not in others, but i couldn't tell for sure. maybe it's just logically obvious - i don't know...
btw. aguirre: the map loads correctly and works in winquake-bjp's window mode, but it still crashes with "unbalanced unlock" in fullscreen mode for whatever reason.
Negike:
#4430 posted by metlslime on 2005/11/06 01:42:03
this is probably not rooted in the progs.dat, i assume, as this bug only occurs in some engines and not in others, but i couldn't tell for sure. maybe it's just logically obvious - i don't know...
Is this the one you said wasn't a bug in fuhquake? Well, fuhquake has a totally different progs.dat becuase it's a quakeworld engine.
Quake, WC1.6, AguirRe's Latest Tools...
#4431 posted by distrans on 2005/11/08 15:25:07
... latest mappage; BSP signals "Solid BSP", calculates Hull1, begins to calculate Hull2 then indicates a leak. First time I've come across this particular order of things. I've gone back in and simplified the geometry in the indicated area, no change. Pointfile only passes through brushwork at one place... the middle of a large solid floor brush?
Any ideas?
Prolly Everyone Klnows Already ...
#4432 posted by gone on 2005/11/09 02:01:16
Distrans
#4433 posted by aguirRe on 2005/11/09 02:29:38
You seem to have a hull 2 leak. Take a look at my Q1 ToolTips: http://user.tninet.se/~xir870k .
Basically, the leak isn't visible and only shambler-sized ents will be able to detect it (by e.g. falling out). Inspect the brushes that intersect with the brush that the leak line penetrates. It's probably one of them that "pokes" a hole, especially if the intersection is non-axial.
If you wish, you can send me the zipped map+wad and I'll take a look at it.
Textures Wanted
#4434 posted by Elvis on 2005/11/09 05:18:34
hello i'm new here but i was wondering if there where some jungle, grass textures out there i could use or even maybe some prefabs jungle wice like say leafs and trees and such
if someone is wondering i'm trying to make a unusual quake dm map... as i always do ;) if you guys want to have a look at my previous maps go here http://www.geocities.com/elvstrom
hope someone can help me it's kinda hard to do stuff when your not sure what your doing ;)
#4435 posted by Trinca on 2005/11/09 11:43:02
o.k i�ve learn somethings and i already make some mapping... but got a problem what is rvis??? how to use it? i put the light�s and all the stuff but dont know how to use this...
any help?
Compile Programs
#4436 posted by bambuz on 2005/11/09 12:48:48
id provided quake with three programs to compile maps to bsp:s with:
qbsp.exe - this makes the bsp
vis.exe - this makes the bsp faster to play by making it so that rooms not visible from the current room are not drawn. If map has leaks, vis aborts (sort of). If vis is not run, the map has really bad fps unless it's very small and simple.
light.exe - makes lightmaps for the map. If this is not run, the level is ugly fullbright.
rvis is another alternative for vis.exe. I think aguirre's utils have the actual filename as vis.exe. You just edit your editor's settings to use the aguirre's tools instead of the ones that came with the engine. You can read the readmes in the zip for how to use additional features.
Read the basic tutorials please.
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