Oh
#5019 posted by PuLSaR on 2006/05/04 03:22:04
My 10k brush map
will it be custom engine only
Re: Ankh's Post #4995
#5020 posted by Ankh on 2006/05/04 04:15:09
JPL I have sent you an email.
Pulsar
#5021 posted by than on 2006/05/04 04:27:56
it's on the brink at the moment. I still have more to add before I start optimising, but it's looking likely to be custom engine only. The ones I know will support it are currently limited to Aguire and Tyrann's engines. I want it to run on Fitzquake (currently it exceeds some limits, but still runs ok) because I prefer fitz lighting, and it supports widescreen, but it's going to be a tight squeeze.
Ankh
#5022 posted by JPL on 2006/05/04 05:00:16
I've just seen it. I will reply this evening (I'm at office right now: so job means no Quake :( ... )
Error
#5023 posted by PuLSaR on 2006/05/10 15:23:27
a new version of my most frequent quake error:
SZ_GetSpace: overflow without allowoverflow set
I already had the similar error with that map but I continued to place monsters (using agirre's engine) waiting for corpse removal to be employed. But this error is different, the previous one was about buffer size.
See My ToolTips
#5024 posted by aguirRe on 2006/05/10 15:46:05
This is typically caused by protocol overflow (same as packet overflows but on a different level). You had a similar issue in Menkalinan when reloading a saved game on Hard. Too much stuff in the map ...
AguirRe
#5025 posted by PuLSaR on 2006/05/10 16:12:23
Will corpse removal code help to solve it?
I Think It Has To Do With
#5026 posted by necros on 2006/05/10 17:01:12
how much stuff is in the map initially, at loading time... so no, it probably won't.
isn't it like too many func_s and triggers and such? or is that a different error?
Corpse Removal
#5027 posted by aguirRe on 2006/05/10 17:30:59
only helps in the end of the map, so it depends on when you get that error. Like necros says, it usually appears at map loading time or reloading a saved game.
At that time, the server tries to tell the client too much at one time and various buffers overflow, usually the signon buffer.
Clever progs like delayed spawning might help if it's mainly monsters that contribute to the overflow. You also often have moving stuff and I'd assume that that will also make things worse.
It's the dynamic status at startup that usually kills the protocol. If you use my engine and check the console at startup, you might see a warning if the signon buffer exceeds normal size. Make sure to always use developer 1.
Worldcraft 1.5b (Forge)
#5028 posted by Ler R. Ster on 2006/05/17 18:38:47
Is there any complete tuitoral out there, on how to start a map from scratch?
let me know via email: hey_its_ler@yahoo.com
or here.... but, email is prob most likely.
K~ByE
...
#5029 posted by than on 2006/05/17 20:50:23
If I have time I will be doing a complete tutorial for QExpo, but there should be tons of guides.
Try searching for the worldcraft site on planetquake (I heard it recently went down though) as there were some guides there. I think Worldcraft's very own help files include some basic mapping guides though. It should at least tell you how to build two box rooms, connect them and compile the map. Aside from that, you could always try asking for help with specific problems here or on #terrafusion on Quakenet.
Wc 1.6
#5030 posted by bambuz on 2006/05/18 07:12:36
That's the one you need.
Worldcraft Tutorials
#5031 posted by aguirRe on 2006/05/18 08:21:47
Than
#5032 posted by Blitz on 2006/05/18 12:33:25
That's an awesome idea :) There aren't many new tutorials these days.
Lolleyballz...
#5033 posted by distrans on 2006/05/18 18:27:45
Speak to me...!
Well
#5034 posted by than on 2006/05/18 21:24:01
scarecrow's idea for QExpo is to reinvigorate the scene, so we need to make it easy for new people to get involved.
I can't say for sure if I will get anything done, but I will try.
Distrans
#5035 posted by Blitz on 2006/05/19 07:30:07
Sorry man, I forget to check that account! Reply sent.
#5036 posted by Than on 2006/05/19 19:39:31
one thing I would personally like to see...
Would be an extension of CZG's tutorial - explaining a simple way to make more complex clean curves (aka more than 2 sides).
Of course that's a pretty small corner of a pretty big picture, huh?
Texture Editing Question
How would one go about applying some realistic blood smears/splatters on some quake1 textures? In either paintshop9 or photoshop? Or are there some blood images with alpha channels I can use for my own purposes somewhere?
Ray
#5038 posted by bal on 2006/05/20 08:02:49
I know there are some brush collections findable online with various blood spatters etc, with a bit of tweaking it could look ok.
Otherwise... you could steal all the blood images from doom3 (they have alpha channels) and use those... =)
Quake Brush Models? Health Boxes, Etc.
#5039 posted by Baker on 2006/05/20 11:03:01
Does anyone know either how to make Quake brush models (ammo boxes, health boxes) or an editor that is capable of making them?
I've Googled numerous different ways, to no avail.
Ammo boxes and such in Quake are in a special bsp format b_bh100.bsp, unlike other models like monsters, weapons, etc.
I'd like to make a couple, but cannot find the information.
It's Easier Than You Think....
#5040 posted by metlslime on 2006/05/20 11:29:52
i'm pretty sure you just make a one-brush box with a specific corner on the origin (bottom south west corner I think) and a couple of lights to make sure all of the faces have some light on them. Then qbsp and light it, and you should be good.
Yep
#5041 posted by necros on 2006/05/20 12:23:22
that's exactly what you do. you can make more complex models than square boxes too. you could even just use regular .mdl files, afaik.
any one know why id chose to make ammo boxes bsp files instead of mdls?
No Way!
#5042 posted by Baker on 2006/05/20 15:18:18
Thanks Metlslime, Necros!
I was banging my head over this!
#5043 posted by Kell on 2006/05/20 18:03:26
any one know why id chose to make ammo boxes bsp files instead of mdls?
They're easier to 'skin', 'cause it's just ordinary textures slapped on each side; skinning a cube-shaped .mdl would result in only 2 faces being textured properly.
Why not use a .mdl of something not-cube-shaped?
Because of the lighting I suspect.
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