Wc 1.6
#5294 posted by Baker on 2006/09/05 06:36:59
Hm
#5295 posted by Ankh on 2006/09/05 06:44:44
You can also use Worldcraft 3 (or Hammer) for quake editing. All you need to do is to get a fgd file for quake (for example from czg http://czg.leveldesign.org/q/Quake.fgd).
You can edit that fgd file to add any new entities I guess.
Why I Used Qoole....
#5296 posted by Girvo on 2006/09/05 15:33:58
I started using Qoole, as I have my entire editing kit (Quake included) running directly off a 128mb thumb drive :P
Worldcraft 1.6 looks perfect, so I am gonna go get that :)
Thanks for the modelling tutorial, its really helpful :)
Killable Model - ?
#5297 posted by ijed on 2006/09/07 14:03:12
I want to place a killable model in a map, basicly you hit it until it fires a trigger. Unfortunately I have to do this without any coding - I'm running under Qouth. My first idea was to either export the model as geometry and import it to the map with a trigger + health value, (seem to remember an exporter capable of this) or else replace (rename) an existing model with the one I want (one I'm not using) and do the same. But these seem cumbersome methods to achieve the effect. I'm not using the fish enemy, which is an almost ideal candidate for model replacement, except as far as I remember fish die when not in water ;P
So basicly I'd like to know if there's a way to get a model to show up in a map - it doesn't need to do anything at all, not animations or anything (since I can reexport to remove animations if need be).
This is a preexperimentation question, so thanks for any feedback.
Alloc_hunc Again
#5298 posted by madfox on 2006/09/11 14:13:06
I'm mapping with a quark65 a Quake1 map.
It has 194 ent, 151 lights, 1128 polyhedrons.
Use the latest compilers Txbsp1.12 Vis2.30 Light1.42
No warnings. Plays fine in Fitzquake.
I add some polyhedrons and it compiles fine again, but as soon as it starts Fitzquake I receive a Alloc_hunc failure.
I thought this only happened when one uses more than 620 ent?
What happened?
I Ment
#5299 posted by madfox on 2006/09/11 14:19:01
Alloc Block : full
Alloc Block : Full
#5300 posted by metlslime on 2006/09/11 14:39:21
This is caused by lightmaps. Ways to solve this:
1. Reduce total surface area of your level. Each square meter of wall/floor/ceiling/etc. needs lightmap space, so reducing surface area will reduce lightmap needs. (For example, if your map leaks and you have it inside a giant box, closing the leak with make a huge difference becuase the giant box can be deleted.)
2. Scale up textures on large surfaces. Lightmap usage is based on texture scale, so if the texture is scaled up on a surface, the polygons will use a smaller amount of lightmap. For example, if you have large rock walls, scaling up can help.
3. Usemore of the textures that don't need lightmaps. For example, sky doesn't need lightmaps, so if you have a room with a ceiling, changing the ceiling to be open sky will reduce the amount of lightmaps needed.
-
#5301 posted by necros on 2006/09/11 16:42:21
i think, because of the relatively small size of the map, it could be you have an infinite brush...
Thanx For Your Reply
#5302 posted by madfox on 2006/09/11 16:57:46
I tried selveral things, adding less brushes,
scaled textures.
I read Aguires tooltips for the thing, and it says it are too many lightmaps.
There is no leak, or warnings so I can't change a thing.
I had this thing earlier, and then it helped with the new Tyrlight.
Now it seems a thing of # many vertexes?
fil02078 goes well, fil02080 don't.
http://members.home.nl/gimli/fil02078.dz
Found It!
#5303 posted by madfox on 2006/09/11 20:04:55
Scaling up textures indeed made it go again.
Thanks, thought I had to stop mapping.
#5304 posted by Trinca on 2006/09/12 00:28:18
:) i got many pronlems becouse of textures rotacion... give me leaks :\ then i have to make then other way!!!
MadFox
#5305 posted by aguirRe on 2006/09/12 02:42:48
The problem isn't the tex scale; you have huge textured planes outside the map that eat lightmaps to no end. Change your geometry so they can be filled (removed) by qbsp.
Trinca
#5306 posted by JPL on 2006/09/12 03:43:01
Texture, and particularly brush rotation have to be handled carefully in QuArk. Each time you make a brush rotation, you have to check the coordinates of each corners and verify they are still on-grid: it can be done right clicking, and use the 'force to grid' command.
JPL
#5307 posted by Spirit on 2006/09/12 04:12:02
Woah, I didn't know that command. Maybe I can do some serious mapping with QuArK now! :)
#5308 posted by Trinca on 2006/09/12 05:20:56
thks JPL ;)
#5309 posted by Trinca on 2006/09/12 05:30:49
Spirit_ go make a base map :p
I Forgot To Say.....
#5310 posted by JPL on 2006/09/12 05:57:40
That it is also possible to fix coordinates values manually by right-clicking on a brush corner, then uses 'coordinates'.. A window will open showing the current coordinates, and it can be modified manually...
It is also possibe to apply both methods (i.e post#5306 and above method) on the brush itself: it will apply to the "center" of the brush, but I cannot garanty it will help on the corners coordiantes as the geometry is preserved there..
According to my "small experience" as QuArK user, it is safer to apply this to each corner.. ;)
Oh, and don't forget to adjust texture position after that :P
Thanks
#5311 posted by madfox on 2006/09/12 13:53:55
I have scaled all poly textures outside the map 4 4.
Now there isn't any problem to play it in Fitzquake.
Madfox
#5312 posted by bambuz on 2006/09/12 14:18:00
seriously, do you have the map in a box? Do the walls right and you don't need that box.
I Did The Walls Right
#5313 posted by madfox on 2006/09/13 16:19:08
but I box wrong.
May Be Of Interest
#5314 posted by HeadThump on 2006/09/13 20:45:42
Quake3bits has about three hours of video material linked from youtube to Quake3bits. Lessons concentrate on creating terrain in the Blender 3d modeling ap for use in Id based games.
http://www.quake3bits.com/htm/tutorials
Mangle Key
#5315 posted by Mike Woodham on 2006/09/15 15:53:25
It's late, I'm tired; someone explain the 'mangle' key for me one more time.
0 -90 0 points straight down I know.
If I am looking at the XY view i.e. Top Down, what is the mangle for a light to shine towards 6 o'clock dead-level?
I seem to remember a 'right-hand' rule to explain it?
Yaw Pitch Roll
#5316 posted by metlslime on 2006/09/15 18:41:15
or yaw pitch roll... i think.
For Lights?
#5317 posted by R.P.G. on 2006/09/15 21:07:47
It's yaw pitch zero. The third number is just a place holder in TyrLite.
RPG
#5318 posted by bal on 2006/09/16 02:06:38
The third number is still really roll as metl said, but obviously rolling a light has no effect whatsoever on it.
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