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.
Externals
don't help either:
http://www.quaketastic.com/upload/files/screen_shots/marcherjagged.jpg
That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better,
http://www.quaketastic.com/upload/files/screen_shots/lightrunetest2.png
I am certain that I have enabled external textures in fitz 0.85...
But Enough About Sprites...
Necros, that map looks pretty, are you aiming for a primarily vertical map again?
#5817 posted by
Trinca on 2009/07/16 17:40:12
nice pic necros look�s like a map of tronyn in soe indian summer map pack :)
Sod Sprites
#5818 posted by
ijed on 2009/07/16 18:43:32
The pic link is down - I scanned it before but can't remember well enough to comment.
#5819 posted by
necros on 2009/07/16 19:46:54
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think.
Note:
#5820 posted by
metlslime on 2009/07/16 22:25:47
sprite and skin replacement is not supported by fitzquake (yet)
Extra Glow
#5821 posted by
sock on 2009/07/17 09:29:10
Necro, why do the torch bases glow so much compared to the rest of the environment?
Sock
#5822 posted by
AEnoch on 2009/07/17 16:35:05
The torch bases are a model. He used quoth entities.