Distrans
#6494 posted by Kell on 2007/10/03 02:29:25
re: items
I checked with my own copy of WC and both the quake.fgd and quoth.fgd Works fine.
I really don't know what could be causing the problem, but nothing was ever added to Quoth to alter the ammo/health items that I can recall.
You don't have alternate ammo/health bmodels in a folder somewhere, do you?
Edit: yeah, I just looked inside the Travail pak0 and there are alternate bmodels :P I'd have to decompile them to actually see, but I can only conclude the someone on the Travail team made custom 'corrected' versions, so that their origins were in the center of the boxes.
The original id ammo/health boxes have their origins at the bottom corners, not the centers, and those are what Quoth uses too.
Yaaaaay...
#6495 posted by distrans on 2007/10/03 02:37:57
...thanks for looking into that Kell, for a moment I thought I was going bonkers. I remember the introduction of the new bmodels into Travail, something to do with how the models lit I think. I'll start using bottom left (?) as a reference. Thank goodness I'll get to release a map with hordes of "Bobs" in it :)
Cheers Kell!
#6496 posted by Kell on 2007/10/03 02:48:23
Thank goodness I'll get to release a map with hordes of "Bobs" in it
You evil, evil man.
Haha
#6497 posted by golden_boy on 2007/10/03 05:33:30
Also, if you're on Linux, be sure to direct your self-righteous fury blah blah blah...
... at their fanboys, or at people who overuse the word "gay" on internet forums in relation to other people's choice of OS or software license, or _their_ fanboys, and be sure to bring this up in completely unrelated threads, months later, because that makes you look really smart.
CDOGS is a 1996 DOS game, yeah, but there's also an SDL version for gay OSes and probably even Windows.
SDL!
#6498 posted by msd on 2007/10/03 09:24:24
Why don't people use Allegro? You have to include the same DLL over and over again with SDL.
New Travail Models
#6499 posted by Preach on 2007/10/03 13:30:13
The new travail models only have changed lighting - they needed to have lighting style 15, which wasn't affected by environmental light changes. The geometry was never altered, and the code in the current version of quoth and current version of travail both have the same sizes and origins. I'd check to see if the difference is in the fgd, I remember the same issue used to exist in standard quake fgds, before someone posted a fix.
Sounds
#6500 posted by RickyT33 on 2007/10/03 13:39:11
I have some stuff I'd like to use for an original soundtrack for my new level.
What kind of file does the sound have to be?
Is there any magic conversion software I might like to be aware of?
Light Options (For Ricky)
#6501 posted by aguirRe on 2007/10/03 20:02:13
I recommend always using -fast -soft -gate 1 even for release builds, as the quality loss due to the speed options is negligible. Just add -extra4 for the quality (and slower processing time).
-sunlight 0 will turn off sunlight, even if it's written in worldspawn and you can use this to speed up process while tweaking indoor lighting.
-nolight turns off all non-ambient lights and you can use this while tweaking outdoor lighting, e.g. while finding a good sunlight angle and intensity.
In big maps with many lights, this can make a huge difference in turnaround time. For more details, please see the Light readme where all this and more is explained.
Uh...
#6502 posted by Drew on 2007/10/04 06:28:54
** ERROR 42: Didn't split the polygon in SubdivideFace near (2956 912 -1024), pipes
this just halted progress on my Speedmap.Can anyone help me?
Drew
"SubdivideFace: Didn't split the polygon near (x y z), texture"
One or more textures are scaled too small on a face. Find face and increase scale.
http://user.tninet.se/~xir870k/tooltips.txt
Thanks!
#6504 posted by Frib on 2007/10/04 17:05:20
I think I know where it is...
...yep!
#6505 posted by Drew on 2007/10/04 17:08:39
that was easier than I thought!
Oh...
#6506 posted by M. on 2007/10/06 12:50:20
I was looking for a mapping tricks as adding models to maps and other cool tricks but I have'nt found anything... anyone have something like that?
Try
#6507 posted by ijed on 2007/10/06 16:58:12
The 'Teaching old progs new tricks' thread - there's a hack that lets you spawn models in a map, but it doesn't work too well because the model is offset. Aside from that Nehahra lets you spawn models in a map.
Ijed
#6508 posted by M. on 2007/10/06 17:04:23
thanks a lot :)
?
#6509 posted by M. on 2007/10/06 17:32:52
I can't find it :(
!
#6510 posted by M., on 2007/10/06 18:25:12
ok, I got it :>
#6511 posted by wrath on 2007/10/08 20:56:28
Is there a reason why vertex editing in gtkradiant is like pulling teeth?
Yes
#6512 posted by bambuz on 2007/10/08 23:09:47
It's because pulling teeth is unpleasant.
There was this old lady from Karelia living in the same apartment complex area. She sometimes took care of kids etc, everyone knew her. I was playing at the yard, a nanny was looking after us. I was maybe four and had a tooth that was loose. I told this Karelian granny about it and she, being the vigorous person that she was, promptly ripped it out. I remember spitting blood for a long while after that. The snow turned red. Fascinating.
That Was
#6513 posted by Lunaran on 2007/10/09 00:40:49
... nice of her?
Now That Was Good Story
#6514 posted by HeadThump on 2007/10/09 04:35:48
I can see her yelling, 'get up and walk it off!'
@wrath
#6515 posted by pjw on 2007/10/09 05:06:30
Use 2/3 point clipping instead. It actually works and doesn't shit the bed regularly like vertex pulling in radiant does.
#6516 posted by wrath on 2007/10/09 18:52:12
pjw,
Use the what now?
Heh.
#6517 posted by pjw on 2007/10/09 19:42:21
I'm at work now and don't have radiant installed here, but there should be a button/command to toggle clipping mode. Maybe a button at the top that looks like 3 points connected together?
Clipping mode allows you to define a clip plane (using either two or three points, so it can be tilted on whatever axes) and use it to clip brushes (as you would clip paper with a pair of scissors). You can discard either part or keep both.
This basically allows you to come up with whatever shape/angle you wish without resorting to vert manipulation, which is crap in radiant when it comes to brushes (as you well know).
Ugh
#6518 posted by RickyT33 on 2007/10/09 20:24:49
Vis is not nice. Im running it with -numpercent, base went from 1 to 100, then it says Full. So far it just says Full. Dont like it! Will Full go from 1 - 100 in the same ways as Base did?
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