Well
#6731 posted by ijed on 2007/11/15 13:26:17
The thing about the fancy methods is they let you build it once and know for sure it'll work, letting you copy it throughout the level. Also you can make much more complex shapes, like helix' multiple curves etc. Look at the very first room in czg07c to see a good example.
And it's much cheaper for vis time.
Yeah
#6732 posted by RickyT33 on 2007/11/15 13:47:19
I have an .rmf called acurve.rmf full of pre-fabricated curved shapes. Its soo easy to use them for whatever.
The problem is that rudl needs it to be 45 degrees rotated. Thats a pain cause although you could fit all of the points onto a 2*2 grid or whatever, you might find yourself with illegal faces, which worldcraft will render ok, but by the time its been through a Qbsp.exe its gonna distort the shape - you might end up with small gaps between brushes.
#6733 posted by czg on 2007/11/15 13:57:55
http://files.myopera.com/christig/albums/391747/angledarch.png
1: Make your arch.
2: Rotate your arch 45 degrees.
3: Scale your arch in the X/Y plane by 1.060606... , OR up so the bounding box is 1.5 times larger than the original arch.
4: Snap to grid 1/4 of what the original arch snapped to (IE if the original was on grid 8, snap to grid 2)
Ricky
#6734 posted by aguirRe on 2007/11/15 13:59:11
FYI, angle and mangle keys are not related to each other in a light entity, angle is spot light cone and mangle is spot direction.
Now you seem to be mixing up lighting with lightning ... ;)
Yeah
#6735 posted by RickyT33 on 2007/11/15 14:09:18
Dont listen to me anybody - I'm only ever speculating.
Rudl - Listen to czg, im only speculating here but I would say he knows about 50 times more about gemetry than I do. Maybe 52 times more...
AguirRe - I did not know that. So increasing the 'angle' of a light which already has a 'mangle' increases the size of the cone. Whats the default 'angle'?
Gemetry = Geometry
#6736 posted by RickyT33 on 2007/11/15 14:11:57
I cant even spell the word...
RickyT23
#6737 posted by JPL on 2007/11/15 14:38:12
Default is 40 degrees in QuArK...
Go experiment.
Shazam Strikes Twice
#6738 posted by Preach on 2007/11/15 14:52:45
Sorry, the "mangle" key in the info_lightning_targetted isn't needed. I forgot to remove it when adding the "target" key. "target" will always override "mangle", because having a "target" specifies the end point exactly. "mangle", isn't as precise, saying that the endpoint is up to 600 units in this direction, depending on whether you hit something. Not to mention "mangle" doesn't do anything in the current release of quoth anyway.
And yeah, what aguirRe said about the lights. You should only need the knave.wad file to make it compile, worldcraft throws the others in for fun. It's a texture set well worth having.
Czg
#6739 posted by rudl on 2007/11/15 16:40:43
Thats a cool method it's
exactly
http://www.picupload.net/f-10678b14ddc0b4e218414f35bdbec898.png
1,060660172...
and it must be built over a square
#6740 posted by rudl on 2007/11/15 16:53:57
no works with other arches too
Yeah I Realised That After I Hit Submit
#6741 posted by czg on 2007/11/15 17:45:16
I usually put in 1.06060606006 because it's easy to remember and Ogier doesn't do more than four decimals precision anyway.
#6742 posted by rudl on 2007/11/15 21:09:20
It's possible to set the Number of decimals in Quark.
5 is the dafault value
#6743 posted by gibbie on 2007/11/15 21:20:40
Better to scale by exactly 1.375, then shear to 45 degrees, and then use the clipper. Stuff is guaranteed to stay on grid this way.
Bloody Lightning
#6744 posted by RickyT33 on 2007/11/16 10:27:51
It seams that Preach's map lightning trap worked, so I tried putting my targetted info_notnulls back in an seeing if it would work. You see its not that it dont work at all, it makes the sound of lightning firing for a second, then nothing. So I took out my lightning ents and info_notnulls and put them in another simple room map with a simple brush trigger_once, and long and behold it worked!!
So now I'm think it something to do with my triggers (trigger_relays) - trigger_counter counts three buttons getting pressed, then fires a relay with a "delay" "1" and a message, then fires another relay with a delay that fires the lightning...?
RickyT23
#6745 posted by JPL on 2007/11/16 10:54:55
Did you enable the light "toggle" field ? If it is not the case, you are not able to switch on/off the light. and BTW, it only work with light of style 0 AFAIK.
Hope it helped
LightNing :)
#6746 posted by RickyT33 on 2007/11/16 11:14:26
Although if you set two relays you can turn a light on and off in rapid succession, emulating a strobe effect!!! So you could have a stobe light effect which could be activated from a light beginning either on or off!
Arch Scale
#6747 posted by KennyJC on 2007/11/17 02:30:41
What is the correct scale and how to scale it?
I rotate it 45 degrees, go into transform, click scale, and add 1.060606 to X and Y cos I read it here, but it doesn't fill the gap.
I am basically using a half cylinder to act as a guide for the arch and need it to fit exactly in the space shown in the screenshot below.
http://www.esnips.com/doc/61063d95-e191-4e23-87be-81c76859d544/arches
Anyone?
#6748 posted by gibbie on 2007/11/17 02:45:57
try reading
#6749 posted by KennyJC on 2007/11/17 21:37:23
[i]1: Make your arch.
2: Rotate your arch 45 degrees.
3: Scale your arch in the X/Y plane by 1.060606... , OR up so the bounding box is 1.5 times larger than the original arch.
4: Snap to grid 1/4 of what the original arch snapped to (IE if the original was on grid 8, snap to grid 2)[/i]
This was the only reply that made any sense and seemed concise that even a n00b could follow. Problem is I did this and the gap was not filled.
You can either be a prick or tell me what I'm doing wrong.
Make The Starting Arch Larger? Make Your Gap Smaller?
#6750 posted by czg on 2007/11/17 22:52:10
If your gap is x wide (orthogonally), the starting arch needs to be 4x/3 wide.
In your screenshot the gap is 80 units wide, which is not divisible by 3, which is terrible. Make the gap 72 or 96 units wide instead, which would make the starting arch 96 or 128 units wide respectively.
Items.wad
#6751 posted by JneeraZ on 2007/11/18 00:43:31
Does anyone know where I could get a hold of "items.wad"? It's one of the standard id wads I believe but my googling is coming up dry.
Umm Willem
#6752 posted by bambuz on 2007/11/18 01:06:07
aren't all the bsp item textures like ammo box in the normal id1 TEXTURES.WAD?
And the mdl models then have their own texes inbuilt.
Item Textures
#6753 posted by negke on 2007/11/18 01:21:48
None of the four standard id wads have those. You can extract them from the item bsps in the paks though.
Just For The Hell Of It
#6754 posted by ijed on 2007/11/18 01:21:48
I extracted them from my own megawad:
http://shub-hub.com/files/gfx/items2.7z
There may be some missing, because I did it manually, but I think that's all. Also, the exlobox's aren't there.
Quaddicted also has a big list of wads, but I didn't want to download the full id wad just to check if its inside there.
http://www.quaddicted.com/wads/
Heh
#6755 posted by ijed on 2007/11/18 01:23:28
Tripping over ourselves to answer that one.
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