Two Things
#5191 posted by aguirRe on 2006/07/17 13:25:48
Jago reported an issue with FrikQCC in late 2004 that it couldn't compile the Hipnotic QC without screwing up the Scourge/Centroid monster animations.
I just found out that this is actually caused by the hipscrge.qc file having multiple (and invalid) frame definitions. Delete the 2nd set and Frik will build properly.
Is it common knowledge that setting the engine cvar gl_nocolors 1 will significantly improve the look of players in mods with multiple player skins?
I've often wondered why some models (e.g. the mini-sub in Malice) looked different (and much worse) when looking at the player from e.g. chase_cam. It's actually the DM coloured shirts/pants logic that's being applied to skins that definitely never were intended for it.
Nice
Aguire, that's cool! I encountered that same bug recently, when I was building the codebase for pbrsp2. Weird thing is that whe I compiled using proqcc, my old go-to in qc compilers, it doesn't b0rk their animations at all. Which is what I used for the code for pbrsp1, and never saw any issue with the centroids because I never tried frikqcc with it. Maybe I can switch to it now, then.
#5193 posted by Trinca on 2006/07/18 08:22:05
i use fteqcc :) start loving it when Spike made a lot of modificacion in the compiler :)
I Like FrikQCC
#5194 posted by HeadThump on 2006/07/18 09:23:06
and Frik the man, but it is suprising that his compiler doesn't catch it as a type of recursion error. I ran into this error when working with the scourge.qc file a few weeks ago, A simple glance at the text revealed someone had a made a simple cut and paste boo boo a long time ago.
Question On HL2 Mapping
#5195 posted by Jago on 2006/07/19 07:32:54
As HL2 Source engine continues to be updated and new expansion packs are being released, how does this affect the work of a HL2 mapper?
If gfx features X and Y are introduced in HL2 Episode 1 or 2, can a mapper use those features in a standard HL2 map or will the map require the expansion pack which introduced the feature into the engine? What about new entities, sounds, textures and models?
Doubtful
#5196 posted by Blitz on 2006/07/19 08:47:18
To even have access to the content you'd need to buy the packs. If you're asking whether or not it's "legal" if someone say rips all the content from the packs and puts online for mappers to use in standalone HL2, I would say probably not. However I doubt anyone would notice if you used some textures here or there, but again I doubt anyone would take the risk of hosting the content.
Gmax?
#5197 posted by madfox on 2006/07/27 17:16:33
I am following the article of Preach about animating models on Q10Ex,
and I really enjoy it.
So strange I can't get my Gmax working.
I logged in but the programm isn't available.
They stopped supporting in it nov.2005.
Then I found it on FilePlanet, and installed it.
But it needs an Registering User ID to get it working.
I register myself to TurboSquid and I'm Welcome.
But I can't find my Registering User Id code in the email ?
I Need Some QC Help Here
#5198 posted by czg on 2006/07/29 17:00:43
blah actually I don't, but I did have a problem and had written a huge post about it, but then I managed to fix it.
The problem was with self.nextthink = time + whatever;. I thought this was perfectly fine, but apparently I was wrong. Changing it to self.nextthink = self.ltime + whatever; fixed it, but why? Nextthink is set in relation to time a lot of places in the original qc. Why wouldn't it work in my case?
What was happening for me was that the nextthink would be set to time + whatever + whatever time was the first time I referenced it;
Czg
#5199 posted by R.P.G. on 2006/07/29 19:21:42
Does this have anything to do with that map that we're all forcing you to release?
Yes. Yes It Does.
#5200 posted by czg on 2006/07/29 20:09:06
Ltime And Movetype_push
#5201 posted by Preach on 2006/07/30 03:06:34
CZG, is the entity in question something with movetype_push, like a BSP object? These objects always use ltime for their nextthink instead of think. Thanks to the 3rd post in http://collective.valve-erc.com/index.php?doc=1042080107-38582000
I've found out why. ltime stops increasing for an entity while it's blocked, which makes a lot of sense. Otherwise if you blocked a door until it would otherwise arrive at it's destination, it would call the end journey function, which teleports it into place(to remove the slight floating point inaccuracies you'd otherwise get). This would probably get the player stuck.
Yep, There's My Answer. Thanks.
#5202 posted by czg on 2006/07/30 06:29:29
CZG's Curve Tutorial Is 404
#5203 posted by Baker on 2006/07/31 19:43:03
Here's A Temporary Replacement
#5204 posted by bambuz on 2006/08/01 02:29:23
Anybody Know Where I Can Find . . .
#5205 posted by ijed on 2006/08/02 11:05:40
a md3 exporter d/load link for max6?
Question For Tool Coders
#5206 posted by Kinn on 2006/08/09 13:45:01
what's the feasibility of making a tool that takes a quake .bsp as input and outputs the world geometry as a single mesh that can be imported into, say, 3DSMax? After all, the visible hull is just a bunch of triangles, right?
Not concerned with textures or anything, just geometry.
The reason I ask is I'm considering doing a remix of a Q1SP map for Doom3, and I thought having something like that would be kinda handy as a guide.
Sorta
#5207 posted by tron on 2006/08/09 14:52:22
Kinn: according to rome.ro the quake map sources may be very close to release, apparently Romero is just getting confirmation from id that they're ok to release.
Tron
#5208 posted by Kinn on 2006/08/09 14:59:21
whoa - that would kinda help things i guess :}
Um
#5209 posted by DaZ on 2006/08/09 15:17:53
doesn't DUBSP.EXE output a <mapname>.max when it compiles a .MAP file ? I am assuming that is a 3dsmax .MAX format file but I've never tried opening one. So all you need to do is use BSP>MAP converter and then compile with DUBSP.EXE
This is all theoretical of course :)
BSP>MAP
#5210 posted by DaZ on 2006/08/09 15:22:20
Hmm
#5211 posted by BlackDog on 2006/08/09 15:42:14
I've seen a tool that can export q3bsps to VRML, so if you can go to q1bsp->q3bsp somehow you may pull it off without having to write a line of code.
A breif google didn't turn up any easy way to do that, though.
Kinn
#5212 posted by HeadThump on 2006/08/09 17:04:16
Most of those command line editors have some severe limitations to them.
I would recommend using Id's Quake 3 Arena tool BSPC to decompile the bsp into a map file (it works on all Quake formats) and then use a utility like 3d Exploration to convert the map into an obj or 3ds file. There is a non trial period version of 3d exploration floating out there, but I haven't seen it since in several months.
Baring that, you can convert the .map file into an .ase file using q3map2.
Anyone?
#5213 posted by generic on 2006/08/09 17:47:15
Is it possible to compile Q3 or any of its tools with Visual Studio 6.0? If so, could someone please point me to a resource that lists out the steps necessary to accomplish this?
I am such a Visual Basic/non-C++ person (n_n)
Thanks in advance (^_^)
Hey Generic,
#5214 posted by HeadThump on 2006/08/09 18:46:25
You need a simple command line tool called prjconverter (I'm sending a copy to your email address in a second). Drop the VC7 project file into it and it'll pop out VC6 dsp and dsw files. From there it compiles like a breeze.
Kinn:
#5215 posted by metlslime on 2006/08/09 18:49:00
I'd start with the engine code as a base, since it turns the bsp into a giant list of polygons that share edges and vertices. From that point it's just a matter of spitting out what's in memory into a standard 3d mesh format. UVs could be retained, as could references to textures/materials.
Not saying this is a trivial job, but it seems mainly like a question of learning the file format you need to output.
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