AguirRe
#5766 posted by JPL on 2007/01/08 23:39:57
I made a second try this morning, using -window and/or -nomtex, but it didn't help at all... :/ After the game was launched, and stucked, I had a WinXP message stating that ialtmngr5 process was not responding... (I'm not sure about the name of the process). but it seems that it comes from the Video Card (I asked to my IT engineer that looked my suspiciously...)...
I made the same tests with FitzQuake, and fortunately it is working perfectly in window mode ! No more flickering/HOM like effects
Thanks a lot for the information: you rock !
Good
#5767 posted by aguirRe on 2007/01/09 01:49:47
Let's hope it continues to work, there are probably driver issues (the engine should never be able to bring down the OS). Also note that you might be running in 16bpp colour mode (the earlier Fitz log indicated that).
Metl
#5768 posted by aguirRe on 2007/01/09 01:54:23
Only if you use TyrLite minlight (default), if you use additive minlight (ArghLite style, option -addmin) instead, you'll get a *much* better minlight effect. It's actually one of the really essential features of my Light tool.
Aguirre:
#5769 posted by metlslime on 2007/01/09 13:45:46
oh, cool.
AguirRe
#5770 posted by than on 2007/01/10 06:51:37
Thanks for the info. I just scanned through the text file and found the following options for anyone that is interested:
-addmin = makes the minimum light additive.
-range # = scales all lights by #
-globrange = scales sun lights by -range (afaik)
-light/-maxlight # = minimum and maximum light levels. Can also be set in the worldspawn.
I'm posting this because a lot of the useful stuff is contained in the changelog info, which is a little bit time consuming to sort through.
I'll have a play with it and see if I can improve things.
Light Options
#5771 posted by aguirRe on 2007/01/10 11:25:12
-globrange should be avoided (and is default off unless requesting other tool compatibility). -maxlight is also not very useful, use -lightcap instead to limit strong lights (but is less effective if you use "wait" keys).
The main global tweak options are -light, -addmin, -range and -dist, combined with -sunlight options.
More detailed descriptions are at the end of the readme, after the changelog.
Light Options 2
#5772 posted by aguirRe on 2007/01/10 11:30:18
... and if you feel adventurous, try the global -anglesense # option. It can seriously change the lighting in a map ...
BspEditor Updated
#5773 posted by Mike Woodham on 2007/01/10 14:40:10
-range
#5774 posted by than on 2007/01/10 16:04:24
seemed to make a massive difference to the lighting. Even range 1.05 make the level a lot brighter. What are the values I should be using? I tested 0.5 and nothing really happened.
The bit at the end of the readme doesn't contain any information on distance scaling (search for -dist) and -range is only mentioned in the changelog, so that's why I mentioned certain commands before.
Anyway, thanks for the help. I will have a play with the -dist command tonight and see how it affects the lighting.
-range
#5775 posted by aguirRe on 2007/01/10 16:49:38
and -dist are from the original id Light tool, I assumed most mappers would know about them thoroughly ... ;)
Anyway, the default for -range is 0.5, therefore 1.05 is more than double intensity. Default -dist is 1.0, lower values means lower attenuation and therefore brighter.
To get a more even lighting, you typically lower range and dist, for more contrast (more digital on/off lighting) you typically increase range and dist.
To understand more about how various options affect the total lighting in a bsp, use the BspInfo tool: bspinfo -lightstat3 mymap >bspinfo.txt.
You'll then get a histogram over the total light distribution, it's basically like a DNA fingerprint for the map.
Ah!
#5776 posted by than on 2007/01/11 05:51:30
now I understand why it looked the same at 0.5 ;)
I will try 0.75.
Thanks for the information about the histogram thing too. Sounds interesting.
Aquirre:
#5777 posted by metlslime on 2007/01/11 12:09:49
I'm not sure if it's worth your time, but I don't think the original tool parameters were every really explained in a manual or text file, so it would probably be useful to add a section to your text files explaining all the original compiler features that still exist in your tools.
Stop, Stop...
#5778 posted by Mike Woodham on 2007/01/11 12:44:40
...this sketch is getting silly.
They are clearly item_rockets in the map view of the editor, and they are clearly item_rockets in the .map file after I've saved it.
So why are they poxy spikes in the game? I need rockets. If I didn't need rockets, I wouldn't have put rockets in the map. But I need rockets.
Why... who, is changing my item_rockets to item_spikes. Come on, own up. I am no longer amused.
Will some clever clogs kindly tell me WTF is going on?
Metl
#5779 posted by aguirRe on 2007/01/11 13:28:36
I have a brief explanation for each option (with default values) if you run Light without parameters.
Mike
#5780 posted by aguirRe on 2007/01/11 13:33:28
Does this happen after loading a saved game? If so, you might've run into the mixed models progs bug. It typically happens when you have random precaching order of models.
AguirRe
#5781 posted by Mike Woodham on 2007/01/11 15:10:55
No, it's straight from a fresh compile.
It's got to be something in the spawn qc (can't blame anyone else if that turns out to be the case!) but I'll check it tomorrow.
Computer Security
#5782 posted by Mike Woodham on 2007/01/12 00:19:18
OK, I checked the CCTV and now know what happened.
My house was broken into and someone started-up my computer, changed one line of code in items.qc, saved the file, shut-down my computer and left the house. I've asked the police to arrest Cut N Paste and bring him to justice.
How does one write maniacal laughter?
Like This
#5783 posted by Spirit on 2007/01/12 01:12:07
Harharharrr!!! Hahahahahagahkhahaha!!!
.
#5784 posted by necros on 2007/01/12 10:19:39
i thought it was 'muahahaha'?
No, That Is Diabolical
#5785 posted by HeadThump on 2007/01/12 13:20:20
and Spirit's version is Pirate-Rapist,
for maniacal, you need something twitchy and indiciative of a loss ofcontrol.
Like a, 'he. he he. heh?!? HA-HA-HA-HA-HA-HA AAAAHHHHHH'
Far from perfect, but a little Joker and a little Stewie mixed in and it should be right.
I Had My NewBoss
#5786 posted by madfox on 2007/01/12 14:20:39
qc-code one night in the SinglePlayer area, and it ate all my progs.dat
Worldcraft 3.3 Questions.
#5787 posted by Drew on 2007/01/12 17:02:03
I like WC 3.3, but there are two small problems that are making me fucking pissed off.
1: the monitor I'm temporarily on is fucked up and dark - is there a way to increase texture brightness?
2: I like that the brushes are different colours. that's nice. but I hate that when you clip a brush it turns black. So much in fact that I group any brush I clip to avoid the sitution. I don't mind losing all the colours if I don't have to deal with the blackness.
Can this be changed?
Thanks
Map To Mdl
#5788 posted by Mike Woodham on 2007/01/13 08:22:22
I've downloaded 3D Exploration today with the intention of converting some brush work into an .mdl. There is a 30 day free trial for the software.
When I tried this earlier today it worked fine: open .map in 3DE, export to .dfx, import into Qme and save as .mdl. Easy.
But now 3DE crashes as soon as I try to open any .map file. I don't know why and the error log is not very helpful.
I don't want to have to try to recreate this brushwork directly in Qme, so does anyone know of any other way to convert brushwork to .mdl using freeware?
Hey Mike
#5789 posted by HeadThump on 2007/01/13 10:35:00
you can convert the map file to Quake2/3 format with Sleepwalkr's map converter and then create a bsp with Q3map2 and run Q3map2 a second time with the -convert option and it will create an .ase model. From that you can load it in a model program like Blender (will need a script you can get from Q3Bits site) and then convert to .dxf or
.3ds.
Lol
#5790 posted by R.P.G. on 2007/01/13 12:03:08
Those processes are so convoluted it cracks me up. :) Sorry, I've had to do some incredibly obtuse file conversions before, but nothing that involved. Where's the step where you convert it to XHTML so you can view it in IE? :)
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