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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Your image link isn't working but my basic understanding is that the brush vertices really should be on the grid for best results. What happens after they get chopped up by BSP isn't necessary to be on the grid since there's no danger of floating point creep there. It's compiled once and saved.

There -may- be some sort of snapping that occurs during processing but whatever it is, it will be way smaller than a 1 grid unit.

But there's no harm in lining up your brushes like you are if you want to, so really it's a personal choice. 
 
Pretend my post was written in comprehensible English and it reads much better. Sheesh. Is it Friday yet? 
Nope, Thursday! 
What's floating point creep? 
 
It's technical but if you save a float value over and over again in a text format file, for example .MAP, the values will change slightly each time due to floats only having a set number of decimal points. You lose a little precision each save and eventually the vertices drift apart ever so slightly and you get leaks and errors in your maps.

That's why the early Quake editors had so much trouble and eventually everyone switched to storing vertices as integers for the most part. 
It's A Thing In An Argument 
it's the evil twin of the counterpoint - you can't counter it since it floats. 
Cavey Mountains 
I tried some more with the mountain.mdl as some terrain mapping. It appears as the triangle methode is worth its effort.
Texturing and lighting are undone, just to see it would vis well.

http://members.home.nl/gimli/gimli11.htm 
Monster_func 
I have this map with a monster in the wall. When player enters it triggers the monster with a trigger_once. Because the monster is in the wall it takes 5 sec to leave its place. So this place needs to be sealed. It takes a func train with 5sec delay to seal the wall again.

Is it possible to give the monster a target to the func_train so it opens the wall again when it dies?

For now I can only make the func_train wait for another 30 sec untill the monster is killed. What of course is only an approximately moment. Better would be to connekt it to the monsters death. But I can't see how. 
 
If the monster is angry at the player automatically when triggered (not targetting a path) then you should be able to target it to a trigger_relay, which it will fire when it dies, AFAIK this can be pointed at the train. But I'm not sure.

There's alot of bugs in these kind of setups (you can't killtarget and target from the same relay, for example) and the methodology isn't very clear.

I assume you've got your own code base - compare monsters and triggers with other mods that have a much cleaner trigger system - Quoth1 and 2, for example. 
 
AFAIK this can be pointed at the train

but a trigger_relay won't fire a func_train to a destiny point.
Already tried. I guess I got to keep it to a timelimit. 
Ok 
I get the idea.

You could always use two trains and killtarget one whilst the other moves into place.

A hack, basically - but it'd probably work. 
Soon 
That Looks Freaky 
interesting combination of textures
nice lighting 
Soon? 
Good! 
 
look nice! 
Looking Good Except 
the skull tex doesn�t fit somehow 
Speeds 
Cool architecture, but flat lights (I guess it is not yet lighted ?) More shots please !! 
 
its not flat its realistic
besides this map is not for looking at 
Good. 
Cos I'm going to play it with my monitor turned off. 
So.. 
why are you posting screenshots?

Oh well. Looks pretty good anyway. 
 
ok I wont. map`s cancelled. have a nice day 
 
/phait 
Speedy 
You are a beautiful flower. 
No Vermis 
Goddammit Negke 
statistical significance of sexiness is overwhelming 
Wow 
that looks great 
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