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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Bal 
I think it is possible by adding a polygon within the sky brush, at least if the sky brush is thick enough to insert something inside it. I'm not sure but I think it is the way Quake shadow logo is produced in some Quake Level... 
JPL 
Right, I remembered there was some trick like that, will try it out, thanks! =)

Anyone know any vis that supports dual cpu and dual core machines? 
Bal 
I already asked aguiRe on that point some months ago.. aguirRe told me the very first vis.exe Id "release" was unix oriented and was supporting dual CPU usage. Unfortunately, he didn't think that any nowadays vis.exe is supporting dual CPU any more.
Maybe it will come back soon, as many brand new PCs have now dual CPU/core, that could support such a feature...
I think aguirRe would have better infos than me on that point ;P 
But 
the quake logo shadow thing only works because the skylight is simulated using a point light entity above the shadow casting brush.

I think Bal is using the light emitting sky texture thing.

Is there a way to fudge a sky texture's name so that it behaves like a sky but the light compiler doesn't register it as one?

Hmm. what if you compiled the level with a dummy texture for your fake sky so that the light compiler didn't treat it as sky, then replaced the dummy texture afterwards in the bsp using TexMex? I have no idea if that would work correctly but it's probably worth a shot. 
Kinn 
Yeah good point, probably wouldn't work with the brush technique... Will try switching the textures after it's lit, thanks for the idea. 
Sky Texture 
I expect that the texture switch will work with just one problem - the surface won't be marked as CONTENT_SKY. This means that rockets that hit the surface will explode rather than being removed, and other similar effects. I'd imagine that the texture will still render correctly though. You can see the same thing happens in DM3 as it was compiled with an out of date version of the bsp tools. 
Hmm... 
I still haven't tried any of this as I'm still at work...
But considering my sky is just pitch black in that area, any trick to simulating a false sky? some pitch black liquid maybe? 
Maybe 
try the dummy light trick with a negative light instead, and darken the regular sky texture for that section of the sky. 
Non Sky Content 
Is it really a problem that the sky isn't truely a skybrush though? All the ID maps have this behaviour and don't seem to suffer for it, so I'd still say use Kinn's suggestion unless it causes a problem. It was just meant to be a quick warning in case it is important. Black water brushes would do a pretty good job of simulating sky if it does matter, the thicker you can make it the more likely it will be that the sound isn't audible. 
Nah Wont Work, 
only one sky will show 
I Mean 
only one sky will show

My suggestion. I didn't see Preach's answer that fallowed until now. 
Nehahra Engine / Transparent Objects 
Did I need special build-tools to compile a map for nehahra?
At the moment I use txqbsp, rvis and tyrlite for fitzquake compiling
and it worked fine.
But for the neh-engine, Iam not satisfied, because the test-map is to dark and the brush that should be transparent, is not transparent at all.
Did I need other built-tools and other additional command-line settings
for this engine? 
Nehahra Engine / Transparent Objects 
Did I need special build-tools to compile a map for nehahra?
At the moment I use txqbsp, rvis and tyrlite for fitzquake compiling
and it worked fine.
But for the neh-engine, Iam not satisfied, because the test-map is to dark and the brush that should be transparent, is not transparent at all.
Did I need other built-tools and other additional command-line settings
for this engine? 
Jiri_b 
No you don't need any specific tools for Nehahra maps, just place the right entities in your map (according to the devkit documentation), and it should all work fine once in Nehahra.
Map too dark is probably just cause the engine is configured differently. 
Bal 
Thanks for your help. You are right
the engine was wrong configured. 
Preach / Anyone 
I wanted to take a look at the teaching old progs thread but can�t view all threads.

What�s the specific key setup to create an explosive info_notnull?

It may be easier to just post the link direct to the thread.

Cheers. 
Here You Go: 
Now For Destruction 
 
I Prefer Affliction 
 
Or Deriliction? 
 
Transparent Textures 
is it somehow possible to have partial transparent textures in q1 like in half-life? 
not in stock quake. it can be done in tomaz quake with tga textures and alpha channels, but i don't know about any other ports. 
ok - than I built my map without tansparent textures,
because I prefer fitzquake.
necros - thanks for your answer anyway 
Weird Ingame Issue With XP 
I have a strange behaviour with my office PC labtop. I installed FitzQuake and the rendering is quite weird. When the game is launched, there are some weird HOMs-like and flickering effects everywhere... I have to type Ctrl+escape to return to XP, and then click onto the reduced FitzQuake window to return to a "normal" behaviour. So I decided to try also aguirRe's GL Quake, and the game never started (black screen... and Ctrl+Alt+Del to stop it at the end...)
I guess it comes from some missing options I have to set, but which option(s)?: that is the question... Anybody already faced this issue ? Any idea(s) that could help ? 
A Sound Question 
Can someone clarify this for me:-

There are 8 channels for sound. If I am playing a sound on CHAN_VOICE, can that sound be stopped mid-stream other than using another sound (or null.wav) on CHAN_VOICE. Put another way, if I end up calling more than 8 sounds to play at the same time, will the last sound called 'overwrite' an earlier one.

I am not clear on the use of the sound channels and cannot find much in the way of explanation. I have some Quake C Definitions that show:-

CHAN_AUTO = 0; // Create a new sound
CHAN_WEAPON = 1; // Replace entitie's weapon noise
CHAN_VOICE = 2; // Replace entitie's voice
CHAN_ITEM = 3; // Replace entitie's item noise
CHAN_BODY = 4; // Replace entitie's body noise

For example, should I use CHAN_AUTO or CHAN_VOICE for music. What does it mean by 'create' and 'replace'?

Any pointers? 
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