JPL
#5712 posted by bal on 2006/12/19 01:53:35
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
#5713 posted by JPL on 2006/12/19 02:03:08
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
#5714 posted by Kinn on 2006/12/19 03:00:16
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
#5715 posted by bal on 2006/12/19 03:10:35
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
#5716 posted by Preach on 2006/12/19 03:31:46
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 You can see the same thing happens in DM3 as it was compiled with an out of date version of the bsp tools.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...
#5717 posted by bal on 2006/12/19 04:57:52
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
#5718 posted by HeadThump on 2006/12/19 08:28:21
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
#5719 posted by Preach on 2006/12/19 08:43:13
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,
#5720 posted by HeadThump on 2006/12/19 09:06:11
only one sky will show
I Mean
#5721 posted by HeadThump on 2006/12/19 09:07:54
only one sky will show
My suggestion. I didn't see Preach's answer that fallowed until now.
Nehahra Engine / Transparent Objects
#5722 posted by jiri_b on 2006/12/20 16:21:24
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
#5723 posted by jiri_b on 2006/12/20 16:22:25
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
#5724 posted by bal on 2006/12/20 23:51:47
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
#5725 posted by jiri_b on 2006/12/21 05:06:14
Thanks for your help. You are right
the engine was wrong configured.
Preach / Anyone
#5726 posted by ijed on 2006/12/26 13:22:21
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:
#5727 posted by Spirit on 2006/12/26 13:29:18
Now For Destruction
#5728 posted by ijed on 2006/12/27 11:55:01
I Prefer Affliction
#5729 posted by necros on 2006/12/27 13:04:18
Or Deriliction?
#5730 posted by ijed on 2006/12/28 10:10:46
Transparent Textures
#5731 posted by jiri_b on 2007/01/02 20:33:58
is it somehow possible to have partial transparent textures in q1 like in half-life?
.
#5732 posted by necros on 2007/01/02 23:56:12
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.
.
#5733 posted by jiri_b on 2007/01/03 01:09:35
ok - than I built my map without tansparent textures,
because I prefer fitzquake.
necros - thanks for your answer anyway
Weird Ingame Issue With XP
#5734 posted by JPL on 2007/01/04 04:55:08
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
#5735 posted by Mike Woodham on 2007/01/04 05:41:18
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?
FitzQuake
#5736 posted by Mike Woodham on 2007/01/04 08:38:09
FQ failed to load a map and gave a SZ_GETSPACE: OVERFLOW error but didn't crash.
Does this imply that I'm only just over the limit? I had just added 4 ammo packs and 3 health packs, all of which are transported-in after the map starts (player lands on trigger as the map opens).
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