#4845 posted by necros on 2006/03/15 12:07:21
http://www.planetquake.com/necros/quoth/quoth_fgd.zip
and i don't want to say anything yet because i don't want to get anyone's hopes up. :P
AFAIK the bsp process does not compute seperate hulls and all bboxes have collision computed dynamically.
^_^ awesome, that's what i was hoping to hear.
Hehe
#4846 posted by bal on 2006/03/15 12:59:56
omg necros is making q3sp.
=)
Naw
#4847 posted by necros on 2006/03/15 20:44:48
it's a mod that makes all the players 500 lbs overweight! whenever you take damage, you gain weight, and if you hit 1000 lbs, you explode.
Btw
#4848 posted by necros on 2006/03/16 06:50:26
are there edict limits in D3?
i have a map i'm working on, and it's getting rather large, lately.
does anyone know about problems larger d3 maps can run into? (it's all brushwork, no premodeled areas like the hell levels)
Necros
#4849 posted by R.P.G. on 2006/03/16 07:32:52
So when a player explodes, does it print the message "Player ate a wafer-thin mint"?
R.P.G.
#4850 posted by Kell on 2006/03/16 10:44:18
it's "waffer theeeen" actually
LOL...
#4851 posted by distrans on 2006/03/16 17:12:13
...necros resurrects that mod.
Kell, monster_ etc. is still your mail? I was wondering if you'd received mine.
...and, go the Scottish swimmers!!!
Those Bubbles In Q1
#4852 posted by Scragbait on 2006/03/16 18:06:07
You know those little bubbles that people put in or underwater in Quake?
How do I put them into my map? I can't seem to find them in my Entity list in Worldcraft.
Better yet if someone could cnp the text to add to my fgd file.
^
#4853 posted by neg!ke on 2006/03/17 00:48:10
air_bubbles
OoOoOoO
#4854 posted by generic on 2006/03/17 08:55:42
@PointClass base(Appearflags, Name) = air_bubbles : "Air bubbles" []
D3 And Edicts Etc.
#4855 posted by Friction on 2006/03/21 06:23:58
No limits that I know of. How large map are we talking about? 20000 brushes, bigger?
#4856 posted by necros on 2006/03/21 06:41:15
woah... not that many-- lol! more about 14k~ or so.
problem is it's no where near finished, so i could see it going as big as 20k or more. there's a lot left to do atm.
i was just asking so that i'd know in advance. thanks for that bit of info. :)
Lump File Issue
#4857 posted by JPL on 2006/03/21 13:25:05
I have to modify a lump file (i.e conback.lmp) to create a custom console background. I used a tool called GFE (Game File Explorer) to export and save the bmp image embedded in the lmp file. My concerns is how to create a lmp file from the modified bmp file ? I guess it exists, at least, one tool that is able to perform this feature, so what is this tool (or these tools) ?
Thanks in advance.
Texmex Can Export To Lmp
#4858 posted by czg on 2006/03/21 13:58:33
Lumps
#4859 posted by metlslime on 2006/03/21 15:52:33
adquedit can also do this, though it is buggy and has been known to erase your data in certain circumstances. Otherwise it's a nice tool.
I actually wrote some command line windows tools that convert to and from .pcx and .lmp and .spr a while back, maybe I should release them.
Czg / Metlslime
#4860 posted by JPL on 2006/03/21 22:25:56
czg: TexMex is installed on my PC, but I didn't check yet the feature. So thanks for the tip: I will check it this evening
metlslime: Yes, it would be great !
Thanks for the quick reply !
Btw. Where's The Difference
#4861 posted by negke on 2006/03/22 00:12:17
between mipdip and adquedit and why do they look so much alike?
Err.. Not Adquedit
#4862 posted by negke on 2006/03/22 09:09:57
but that one program which is basically the same, only with a different title...
Negilke
#4863 posted by metlslime on 2006/03/22 18:40:21
mipdip and qArt are the same program, but qArt is the name of it after it became a commercial product. It was offered by the same company that offererd qED and qME i think.
Thanks For Clarifying
#4864 posted by negke on 2006/03/22 23:40:52
there was a time when i had to use qart, for mipdip wouldn't start anymore (or i was too dumb to fix it). now, both have been obsoleted by textmex anyway.
Are There Any Way...
#4865 posted by generic on 2006/03/27 16:09:36
to stop a weapon/item from rotating (minus QC, of course)?
Thanks in advance, Neg!ke :)
Yes
#4866 posted by necros on 2006/03/27 16:45:50
edit the model file and remove the 'rotate' flag on them. easy sleezy!
AWWW...
#4867 posted by generic on 2006/03/27 16:57:40
...POOP!
Or
#4868 posted by negke on 2006/03/27 23:58:07
with some obscure func_illusionary/info_notnull model technique, whereby the acutal weapon (if it is supposed to be picked up) would be placed in a hole underneath it, with an illusionary + clip, or maybe a skip wall, only deep enough that its bbox stays some units above floor level. the weapon then has to killtarget the fake model when upon pickup.
might not work with a func_wall, for the item would likely drop out of the map. maybe a fast skip door pushing it up and thereby also making the floor solid would work better in this case.
of course this could also be done by having the weapon being pushed into the player from a hidden closet the wall, or let it drop from the ceiling (model-item dropping does not work with darkplaces, though), but these solutions would be even more visible to the player...
What?!?
#4869 posted by generic on 2006/03/28 06:53:19
I not sure I understand, Neg!ke. Perhaps if you made me a sample map with some examples...or even a "complete" SP map with a few examples...or how about a 8-map Q1 Episode full of examples, then it would be clearer :)
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