Hmm
#5786 posted by
nonentity on 2009/07/11 13:50:28
I'm assuming that's a static mesh, making those teeth out of brushes would be madness...
#5787 posted by
JneeraZ on 2009/07/11 14:00:05
Killer! Cogs are the new crates. And I LOVE it.
Yay Cogs!
#5788 posted by
Spirit on 2009/07/11 14:37:35
I don't really like the texture on the cogs. It looks very grainy and blurred. Maybe something with less structure (or higher resolution) would look better. Also since they are functioning, I'd make the parts where the teeth touch a different, slightly less rusty texture.
Cog Madness
#5789 posted by
sock on 2009/07/11 19:12:48
The cogs are created from brushwork and on the grid as well ;) Here is the source file if you want to check them out or used in Q1 projects.
http://www.simonoc.com/files/misc/cogs_source.zip
Spirit, yeah the texture is not too good but I did not want to get too distracted with texture choices.
#5790 posted by
JneeraZ on 2009/07/11 19:25:28
Well, the MAP file is most definitely not a Quake1 MAP file so you'll need to convert it first.
Q3 Map File
#5791 posted by
sock on 2009/07/11 19:33:42
The map file contains mostly brushes and some patches but I imagine someone here will know how to convert it to Q1. The file I have uploaded is in native Q3 format, sorry if that was confusing.
#5792 posted by
JneeraZ on 2009/07/11 19:46:45
It's cool, I was just making sure that people knew it wasn't native Quake1 format. It crashed my editor when I tried to load it. :P Which says more about my editor than anything else, really...
Thanks Sock!
#5793 posted by
Spirit on 2009/07/11 19:59:07
Which is easily done with a texteditor and a bit of patience.
Quick and dirty, single texture, some broken brush:
http://pastebin.com/m5ad77ed6
I think they might be too detailed for poor old Quake though.
#5794 posted by
Spirit on 2009/07/11 19:59:53
Converting I mean. You just have to change the texture bits (I guess, the stuff behind the faces) and of course remove the patches.
Hmm
#5795 posted by
nonentity on 2009/07/11 20:06:39
Surely you can just run it through mapconv?
This Is What I Got
#5796 posted by
spy on 2009/07/11 20:07:35
after loading an original src file in the hammer editor
http://img33.imageshack.us/img33/8534/cogs.jpg
Sleepwalkr's Java Map Converter
#5797 posted by
grahf on 2009/07/11 20:13:43
had to poke around a bit to find it, but it's here:
http://ftp.heanet.ie/disk1/sourceforge/i/in/industri/mapcon_java.zip
Works for me from the OS X commandline. Converts q2/q3 to q1 map format and back again, adds or removes texture paths, etc. Quite a useful tool at times.
Now
#5798 posted by
necros on 2009/07/11 20:52:57
THAT is badass.
i love a good cog setup ^_^
Trisoup Soup
#5800 posted by
necros on 2009/07/15 05:35:20
http://necros.quaddicted.com/temp/outdoors1.jpg
aiming for 50/50 terrain and structures but trisouping seems to eat up more clipnodes/nodes and such. :(
also, if you go over nodes, it causes seriously bad stuff to happen in aglq, and fitzquake just closes without even bothering to yell at you.
Btw
#5801 posted by
necros on 2009/07/15 05:35:55
skybox is hipshot's 'stormydays'
Necros:
#5802 posted by
metlslime on 2009/07/15 06:21:02
care to send me the map? I thought i supported excessive nodes (of course, i also thought aguirre supported them, since otherwise what's the point of adding it to his Qbsp ports?) Does darkplaces crash too?
Only thing i can think of is nodes + leafs > 65535 wouldn't work at all, but then, i assume the compiler wouldn't build a bsp in that case.
Oh
#5803 posted by
necros on 2009/07/15 10:04:37
sorry for the misunderstanding, i meant going over the *new* nodes limit.
i meant that fq will simply close when nodes are over 65k and aglq exhibits garbled bmodel geometry.
i'm actually a little curious about what plain 'nodes' are, and what creates them. if there's a way to reduce them like how clip brushes reduce clipnodes, that would be pretty sweet.
Nodes...
#5804 posted by
metlslime on 2009/07/15 10:44:01
A node is a volume of space, and if it has children then those children are subdivisions of the parent space (divided by a plane). Starting with the entire world space, you keep subdividing until you get leafnodes, which have no children.
Each leafnode is either solid, water, slime, lava, sky, or empty. The non-solid ones are called "visleafs" and have a list of other leafnodes they can see (calculated by vis) and they have a list of marksurfaces contained by the leaf (to draw whenever the leaf is visible.)
So...
#5805 posted by
metlslime on 2009/07/15 10:46:10
less complex geometry gives fewer nodes :)
Perhaps geometry being more axial would help too, more weird angles creates more unique planes i think.
Hmm
#5806 posted by
nonentity on 2009/07/15 13:10:38
Make a slightly (or greatly) simplified version of the floor out of clip brushes and make all the trisoup malarkey func_illusionary/wall?
Hmm
#5807 posted by
nonentity on 2009/07/15 13:11:00
Look pretty btw, lot more peaceful than you normally get in Quake
More Rock
#5808 posted by
sock on 2009/07/15 22:54:39
necros, looking good is there anymore to see? A more panned out view?
#5809 posted by
necros on 2009/07/15 23:06:36
http://necros.quaddicted.com/temp/indoors1.jpg
here's an indoors shot.
i had originally planned to use the hipnotic white brick textures, but instead settled on q3 bricks instead (smblk3b3dim_wall but i've bleached them a bit in photoshop). the hipnotic cathedral bricks were way too clean.