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.
Also
#5243 posted by aguirRe on 2006/08/13 09:13:18
In my upcoming engines, I've added an alternate edict re-use policy to delay edict re-usage as much as possible to help catch some difficult QC errors. Together with the check for accessing free edicts, it's a lot easier to track edict morphing issues.
Night Journey, MOTRD
#5244 posted by shadowalker on 2006/08/13 12:12:11
I can't get those off the evilllll fileplanet. I need alternet direct download location. Does anyone have one?
as
Removing Gun For Screenshots
#5245 posted by Jed on 2006/08/13 12:16:32
Quick Question: How do you remove the player's gun to take map screenshots in Quake?
R_drawviewmodel 0
#5246 posted by bambuz on 2006/08/13 13:27:01
Func FP Account Details
#5247 posted by than on 2006/08/13 18:41:56
The old QMap pass doesn't work, so try these if you want files:
login: Func_MsgBoard
pass: Shambler
Aligning Textures
#5248 posted by Ankh on 2006/08/14 07:55:29
What is the best way to go with aligning textures on angled/skewed brushes?
I remember this topic was discussed on func a month or two ago but I can't find it.
Ankh
#5249 posted by than on 2006/08/14 09:52:26
rotation is your friend. Usually you will be rotating 45 (1:1), 27 (2:1) or 63 (1:2) degrees. Textures will normally still be skewed if the brush is angled on more than one axis (e.g. a curved trim that is sloped upwards) so the best thing to do is to use a fairly plain texture that doesn't have too much detail that would make it look obviously skewed.
I Didn't Notice
#5250 posted by inertia on 2006/08/14 12:01:02
until recently that Worldcraft (versions 3.3 and above) have a nice set of buttons on the texture properties dialog:
Textures can be fit across one face or multiple faces, or aligned to the left, right, top, bottom, and center of faces with a single button click.
http://collective.valve-erc.com/index.php?go=hammer
Which One Of These Isn't Like The Other?
I don't know why, but for some reason the texture alignments I make in Radiant for this angled stairtrim <href=http://biff.leveldesign.org/pics/base_defuckt.jpg>here</a> don't look the same ingame. I've heard from SPoG that it could be a compiler error, but I'm not sure what to do if it is, and if it is. Gah.
Err.
I obviously fucktangled the link to my illustration, so here: http://biff.leveldesign.org/pics/base_defuckt.jpg
Bouef...
#5253 posted by distrans on 2006/08/15 18:20:32
...I get that sort of thing when I forget and try to use an angle that is not an integer.
Could Be...
#5254 posted by metlslime on 2006/08/15 18:49:18
if the editor lets you set floating point rotation values. The map format (or maybe the tools) only allow integer rotation values.
Yes, But...
#5255 posted by generic on 2006/08/15 19:00:57
which one? Is it the tools or the map format that restricts texture degrees to integers? I am sure I don't know :{
Yeah, And
What could I do in this case?
Well...
#5257 posted by metlslime on 2006/08/16 13:12:04
when i have an angle like that that isn't on a integer rotation, I sometimes break the span into two smaller chunks, and bend the texture slightly at the middle, so that it follows the shape more closely. Or adjust the geometry to have a different slope (sometimes the geometry can't really change, though.)
Bah
I think I've got an idea on how to avoid the whole angled brush thing altogether, but it means redoing the composition of the room. Gah. But thanks you guys =D
Kell's Skyboxes Are 404!
#5259 posted by Baker on 2006/08/16 14:26:23
http://kell.leveldesign.org/
When I go to download one of Kell's skyboxes, I get 404 on all of them. Just a heads up.
Non-integer Rotation
#5260 posted by inertia on 2006/08/16 23:13:51
I use a later version of worldcraft, and I also use Bengt's compile tools. Needless to say, WC decides on some insane texture coordinates when you use the "intelligent" fitting functions. But, they compile just fine. Try those compilers out.
|