Cool
#5218 posted by Kinn on 2006/08/10 04:59:19
thanks for the replies guys. I guess it seems there's already ways of getting a .map extracted from a .bsp and then turning the .map into a mesh - although I can imagine this would result in a rather messy mesh, retaining all the brush polys that would normally get culled during the bsp stage.
metlslime's idea sounds promising - use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format to import into DOOMEdit, which I could then show/hide to act as a visual guide to the layout and scale whilst I create the new brushwork.
It Strikes Me
#5219 posted by HeadThump on 2006/08/10 09:06:39
use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format
as overkill for what you are trying to accomplish.
Texture Alignment
#5220 posted by Mike Woodham on 2006/08/10 12:00:13
I have one entity brush on which the textures are misaligned by 16 units when in-game compared to the editor view. No other entites are affected in this way (or have ever been).
Anyone any clues?
#5221 posted by neg!ke on 2006/08/10 12:09:50
could it be the -oldaxis thing?
Mike:
#5222 posted by metlslime on 2006/08/10 12:43:05
is it on a surface angled 45 degrees?
Well Yeah...
#5223 posted by metlslime on 2006/08/10 12:44:40
if all he's trying to do is convert the map to a more recent id engine game, using a mesh in any stage of the process is silly.
Just do bsp2map and open the map in doomedit. Or, wait for Romero to release the maps, and open THAT map in doomedit.
Cheers...
#5224 posted by generic on 2006/08/10 14:34:04
Thump!
I'll have a look-see...
Texture Misalignment
#5225 posted by Mike Woodham on 2006/08/10 14:37:54
Neg!ke: tried the -oldaxis but it didn't make any difference but did mess up some 45 degree textures.
Metlslime: no, this is not a 45 degree surface
Mike...
#5226 posted by generic on 2006/08/10 14:41:53
Are you using Worldcraft/Hammer?
Is the texture rotated?
Also, boxers or briefs?
Maybe
#5227 posted by Ankh on 2006/08/10 15:36:31
maybe there is a duplicate brush (with misaligned texture) which isn't clearly visible in the editor but gets visible in the engine?
Texture Misalignment
#5228 posted by Mike Woodham on 2006/08/11 12:02:45
generic: I use BspEditor (latest) and the texture is not rotated or off-set in any way. Oh, and commando!
Ankh: when I read your suggestion I thought you had got it as this brush does come from another map and I could have double-pasted. But no, not to be.
It appears to be off-set 13 units. Perhaps I'll just have it unlit and nobody will notice!
Weird...
#5229 posted by generic on 2006/08/11 15:12:41
the whole commando thing ;)
Mike, if you offset it 13-units in the editor, does it fix it in the game?
Have you copied the brush elsewhere in the map to see if it still draws funky?
Does it matter what texture it is?
Well...
Generic
#5230 posted by Mike Woodham on 2006/08/11 15:36:57
Yes, I off-set in the editor and it looks OK in-game. The minnor problem is that the entity brush is set amongst ordinary brushes with the same texture so it looks stupid in the editor.
Ho hum, I'll carry on.
(OK, if not commando perhaps directoire?)
I Don't Know About Directoire But...
#5231 posted by generic on 2006/08/11 16:58:56
I can sympathize with your texture trouble. In my yet-to-be-released mini-marcher speedmap, I had some rotated textures looking rather sweet in the editor, but they looked very poop-ish in game. It turns out I was rotating them by fractional degress which Quake, apparently, does not do :|
That Happens
#5232 posted by HeadThump on 2006/08/11 17:44:44
rather sweet in the editor, but they looked very poop-ish in game. often with my set up as well. Easy enough, once you get use to, it to watch for in a full map, but really inconvenient for a speed map.
Uh, boxers -- the boys gotta beathe, but commando causes too much straffing with heavier fabrics.
Strafing?
#5233 posted by BlackDog on 2006/08/12 05:25:14
I'd be worried about more than my underwear fit if my genitals had the ability to bunnyhop. O_o
Hey,
#5234 posted by HeadThump on 2006/08/12 10:53:14
it's a Latin thing, and the Ladies love it!
HeadThump
#5235 posted by Mike Woodham on 2006/08/12 11:15:32
I just remebered that in the Bsp.ini file (I use BspEditor) there is a setting to resolve the 45degree problem.
In version .94, I noticed that it is switched off by default: texture_alignment=0. So you need to change it to texture_alignment=1 and that avoids the problem.
Obviously, only relevant if you use BspEditor.
I've Been Considering
#5236 posted by HeadThump on 2006/08/12 11:40:02
using the latest bspeditor for texturing because of those discrepencies. In GTKRadiant the texturing tool, the surface inspector, is geared towards q3map2 capabilaties, and when I see everything looking hunkydory in the editor and then screwed up in game, it is a bit of kneebiter.
You Can Turn That Off
#5237 posted by BlackDog on 2006/08/12 17:02:25
In 1.4, edit this line in local.pref
<epair name="Q3Map2Tex">true</epair>
In 1.5, I think it's an option in preferences.
Gah Fucking Ellipse BS
#5238 posted by BlackDog on 2006/08/12 17:07:10
<epair name="Q3Map2Tex"> true </epair>
With no spaces.
Thanks Blackdog
#5239 posted by HeadThump on 2006/08/12 18:56:05
I've tried that and I've been making a test map. The way it works reminds me of good old QeRadiant, but that is what I need!
Edict Count
#5240 posted by Baker on 2006/08/13 03:16:37
aguirRe's excellent engine shows the edict count of a map when a map is loaded.
What gets counted as an edict, for the purposes of maintaining compatibility with glquake/winquake?
My guess:
1. Monsters
2. Platforms/doors/triggers
3. But not lights except dynamic lights (torches)
Am I close?
Baker
#5241 posted by Kinn on 2006/08/13 04:33:46
the edict list consists of all entities in the map that haven't already been removed or made static. e.g. lights are removed on map spawn, except those associated with models, e.g. torches - but torches are made into static ents and hence don't contribute to the edict count either. Switchable lights however need to be interacted with, so are not removed and hence stay as edicts.
Any entity that is spawned during gameplay, e.g. a nail or rocket, is just as much an edict as one that spawns on map load, e.g. a monster. This is why maps that are already close to the edict limit on map load can be taken over the limit with lots of gibs or missiles flying around.
when an entity is removed, an edict slot is freed from the list and can be filled again by a newly spawned entity at a later date.
You Can Also
#5242 posted by aguirRe on 2006/08/13 09:07:38
enable scr_showedicts 1 to see the current active/max edict count in the map. It's the max count that must be <=600 to have the map playable in the original GL/WinQuake.
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