#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.
GLQuake's linear filtering makes sprites look very :(
.tga Format
#5812 posted by
ijed on 2009/07/16 13:52:17
Downside is that everyone with external tex turned off will be looking at crap.
A hybrid of the sparks and Quoth's marshlight with a simple 3d model could work.
I'll Take A Crack At It
#5813 posted by
ijed on 2009/07/16 16:04:02
When I get back to e3m4 - not happy with the textured lights in there.
That Is
#5814 posted by
ijed on 2009/07/16 16:08:56
If you can give me a hand with the sprite.