AguiRre
#5128 posted by Mike Woodham on 2006/06/21 15:02:12
Thanks for that, I feel a lot better now.
I have had spawning monsters since the start of the build (Preach's "style" "1" code that I have adapted somewhat) but only used it for ambushes and return routes. I will now extend it.
I also have selective corpse removal (I didn't like the look of monsters sinking through overhead walkways) and numerous 'killtarget', more for tidying up than anything else, so I will review the further use of these.
On the one hand I am fedup with continually finding limitations within Quake (yes, I know it's ten years old!) but on the other hand, it's great fun learning new things about it :-)
Thanks again.
Tyrann
#5129 posted by Baker on 2006/06/27 03:20:17
You might try to contact the author of NetVis:
seanc ::at:: gearboxsoftware.com
I Wonder
#5130 posted by HeadThump on 2006/06/27 08:25:29
if anyone has been tempted to add Quake support to Q3map2 now that the code for it is GPLed. I build my maps testing for leaks with that compiler before compiling to Quake format, and the compile times are usually quicker.
Vis For Other Quakes
#5131 posted by Tyrann on 2006/06/28 18:34:19
Quick question for a Quake 2 or Quake 3 mapper: when you vis a map in those games, I assume it tells you the number of portals. Are the portal counts similar to those for Quake? If possible, could you post the console output from a vis job for a large map?
I'm just trying to get some perspective on some of the different tradeoffs used in the Q2/Q3 vis tools.
FWIW, there are some nice optimisations in there, and I've already managed to speed things up about 20% so far. That's only testing with medium size maps though (obviously I'm not going to run 10 different benchmarks on JPL's map ;).
Baker
#5132 posted by Tyrann on 2006/06/28 18:36:06
Thanks for the tip. I might try contacting him once the QExpo stuff is out of the way.
I'll Mail You A Vis Output
#5133 posted by pjw on 2006/06/29 11:54:35
tonight for a large Q3 map, if no one else gets around to it, and I don't get distracted by some shiny object.
I don't really want to post it because it would just be a big bolus of crap in the middle of the forum. :)
That'd Be Good
#5134 posted by Tyrann on 2006/06/29 14:00:10
Thanks pjw.
You Have Mail
#5135 posted by pjw on 2006/06/29 20:22:18
I sent the vis log for pjw3dm5, along with compiler/switch info; let me know if you need anything else.
Also
#5136 posted by pjw on 2006/06/29 20:28:06
I noticed the vis time on that gigantic Q3 map took...six seconds. Is there a simple non-coder explanation for why vis takes so damn long on earlier engines?
700 portalclusters
1682 numportals
2736 numfaces
3364 active portals
416 hint portals
visdatasize:61608
Total visible clusters: 54658
Average clusters visible: 78
#5137 posted by pjw on 2006/06/29 20:29:19
I guess detail brushes help a shitload, now that I think about it.
I'll shut up now.
Got It. Thanks.
#5138 posted by Tyrann on 2006/06/29 23:00:16
Yes, I think it's the detail brushes mainly. numportals is the important one to watch - I'm dealing with about 40,000 numportals for my stupid map...
Another interesting fact: the "-fast" vis process on this map is so innefficient that the resulting visdata adds about 12MB to the bsp file size!
Weird Problem With Light Crashing...
#5139 posted by than on 2006/07/04 17:40:13
Ok, my level is nearly finished, but now I seem to have hit upon a curious problem which crashes LIGHT if I add anymore brushes.
At the moment I can light the map only if it is less than a certain amount of brushes. If I add new brushes, I have to delete other brushes, so at the moment I am just disabling the clip brush visgroup when I export to map. This works, but soon I will run out of clip brushes to do this with, and actually rather like the map to have clip brushes.
Aguires light crashes straight away, but when I tried using tyrlight, I got an error, whgich was something like "bad face normal at x,x,x". Of course, this was on a compiled bsp, so finding the culprit was difficult, and I think it might be different every time.
BSP and VIS run fine without any warnings, and I have tried using other compilers, not using remove skip etc. all to no avail. If anyone has any idea what the problem is, I will be your best buddy for life!
Please help! Sorry I haven't clarified this more, I don't hve much net access time left.
Than
#5140 posted by aguirRe on 2006/07/05 01:43:27
If you send me the zipped bsp, I'll look into it.
Ok..
#5141 posted by than on 2006/07/05 03:47:52
shortly it will be done.
I love you, AguiRe! xxx
Beta Testing
#5142 posted by than on 2006/07/06 20:52:53
I need a couple of people to help test my dm3 sp remake before QExpo. I have already sent the first beta off to some people, but would like a fresh set of eyes to look when the second is ready. Any takers?
Than
#5143 posted by Spirit on 2006/07/06 21:06:07
me!
Than
#5144 posted by JPL on 2006/07/06 23:04:18
I'm in as well..
Ok.
#5145 posted by than on 2006/07/07 01:30:45
Cheers.
I will send you an email with the map when it's ready in the next week or so.
Meme!
#5146 posted by bambuz on 2006/07/07 03:11:10
meizah at gmail
Incomplete versions are fine too.
The geometry and gameplay and connectivity interests me the mosts, since i'm not that good on commenting looks. (cause i suck at mapping)
Ok. Thanks Guys.
#5147 posted by than on 2006/07/07 03:44:25
That's all the testers I need. Like I said before, I will email as soon as the second beta is ready.
Be A .pal
#5148 posted by HeadThump on 2006/07/07 11:18:59
I lost my Paint Shop Pro .pal file, and when I try to create a new index by using WinQuake screenshots, I don't get the full 256 varieties of Quake flavors. If someone could send an accurate index to the address I have listed, I would not only be your best .pal (har!har!har!) but pay for the ticket for the mapper of your choice to
come to your town and give you a complementary handjob.
HT
#5149 posted by JPL on 2006/07/07 12:28:08
.pal ?? What it is supposed to be ?
Brrr
#5150 posted by aguirRe on 2006/07/07 12:34:05
If you have the palette.lmp file, just use the old palcnv12 utility:
http://www.gamers.org/pub/idgames2/utils/graphics_edit/misc
Thanks AquiRe,
#5151 posted by HeadThump on 2006/07/07 13:52:46
Palette Tips
#5152 posted by than on 2006/07/08 22:00:19
The best way (for photoshop users) as I discovered at the weekend is to load a quake skin and then go to image > mode > colour palette and then save the colour palette (either act or pal are available).
To convert to the Quake palette, I find that texmex does the best job (and has the option to remove fullbrites), and photoshop is terrible at converting to 8 bit colour.
Anyway, it's likely that there is a similar option in PSP, so grab a Quake skin from the net...
...er, or this palette file :)
http://quake.perm.ru/skin/pallette.zip (from http://quake.perm.ru/skin/skins.htm)
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