QBSP -nowatervis
#7560 posted by negke on 2008/06/10 19:55:28
-nowatervis For Txqbsp
#7561 posted by Orl on 2008/06/10 19:55:55
Ah
#7562 posted by Spirit on 2008/06/10 20:06:40
I tried applying that to the vis commandline. Thanks to you two.
Errr
#7563 posted by JPL on 2008/06/10 21:33:58
Does it have the same effect on glasses and skip feature ?
Invalid Brush Because Of Texture!?
#7564 posted by Ghost on 2008/06/11 22:40:42
I need help guys. I made a button and it worked. I changed the texture on it and all of a sudden it became an invalid brush (the texture was 256x256). When I removed the texture, it was still messed up and I had to delete the button. Why is this?
#7565 posted by ijed on 2008/06/12 02:54:10
Ghost-
You can't mix texture types on a button, or any other brush for that matter - clip, * (liquid) and others are all different types. Animated textures + can be mixed on a brush with others, apart from liquid or clip.
JPL -
Nope. Originally vis was calculated seperately for each water volume to save compile time. Skip areas cannot have vis inside them since they're solid objects still and glass is just another entity, like a func_wall ie. you can delete or leave it there - it has no affect on vis at all.
#7566 posted by Ghost on 2008/06/12 07:27:33
Thanks for the tip, but my real problem was the my texture was named over 3 words, when textures are supposed to be only 1 word... Took me like an hour to remember that and fix it.
Lol I have another problem. I started using txqbsp and an updated version of light and vis. However I'm having this problem: I did not set any light entities but my map is fullbright. I checked my map properties and they are ordinary as I didn't change anything. I heard I need Qrad or something. Do you know where I can get that because I searched everywhere and couldn't find it. Thanks in advance.
#7567 posted by Spirit on 2008/06/12 07:56:20
No light = fullbright. If you want darkness just put a tiny light somewhere. Then the rest will be pitch black. For testing you could add a "light" key to worldspawn with a value like "150". That light is rather dull by itself though so you would need to add highlights and shadows (if you plan to keep this). It's called minlight.
http://user.tninet.se/~xir870k/readmevis.txt is a great read.
Stop Advocating Minlight, Spurty
#7568 posted by czg on 2008/06/12 09:11:25
I Love You
#7569 posted by Spirit on 2008/06/12 10:39:58
I don't. Actually I first wrote something really mean but then I made it "for testing" and "rather dull" instead.
#7570 posted by Ghost on 2008/06/12 17:12:19
Oh ok, thanks!
Monster Infighting
#7571 posted by Spirit on 2008/06/13 22:45:21
I am writing some generic monster guide/list at the moment and got stuck.
Monsters infight only other monsters right? Except for grunts, those also attack their own kind? (And of course ogre_marksman, but that is another monster).
Are there any that do not infight?
I scanned through the qc but couldn't see anything about this. Probably it is "hidden in the logic".
Infighting
#7572 posted by Sielwolf on 2008/06/14 00:52:31
Fish:can't remember seeing infights with them as underwater maps are rare.
And what about Chthon?
btw UWF has a detailed monster guide at his site:
http://underworld.planetquake.gamespy.com/quakemonsters.html
Infighting
#7573 posted by Preach on 2008/06/14 01:22:29
Spirit, you're right in what you say there - no monster with the same classname infight except for grunts. The code that describes this is all hidden in combat.qc, in the t_damage function.
I'd just like to add that this block of code is a real mess to read in Quoth, not that I'm blaming anybody necros.
Nah It's Ok
#7574 posted by necros on 2008/06/14 02:41:26
it *is* ugly.
the class check should have been a full rewrite of the infighting part. also, the added coop ai stuff is in there too which makes it double ugly.
Ah Snap
#7575 posted by Spirit on 2008/06/14 08:59:53
I didn't know about UWF's list but it's interesting how similar mine turned out partly. :)
Thanks for the infos.
Leak Problem..
#7576 posted by rj on 2008/06/15 16:50:31
hi aguiRre :)
so *apparently* i have a leak in my map. this is despite sealing it a long time ago and not making many major architectural changes since. at any rate, it compiled fine earlier this morning and i'll i've done since then is add a few bits & bobs at the opposite end of the map.
but now mr pointfile finds an area of the map i haven't touched for ages and comes up with this:
http://isoterra.co.uk/stuff/quake02.jpg
it goes straight through a completely solid brush. i can fire rockets at that point and have them explode, i can even stand below it & set sv_gravity to -100 without falling out of the level. the weirdest thing is that 'FillOutside' completed with no problems; i can noclip outside the level and see all of it. the leak warning didn't crop up in qbsp until right at the very end.
using TreeQBSP v2.04. any ideas? :|
(typical this had to happen on the deadline for the contest)
What
#7577 posted by megaman on 2008/06/15 17:38:47
does ogre_marksman do?
This Pretty Much Answers That One:
#7578 posted by rj on 2008/06/15 17:49:19
void() monster_ogre_marksman =
{
monster_ogre ();
};
obviously something ID never got round to implementing
#7579 posted by Spirit on 2008/06/15 17:51:17
rj: http://user.tninet.se/~xir870k/tooltips.txt has a whole part just about leaks and eliminating them. Good luck!
megaman: It's no different from an ogre but can be used to have infighting.
#7580 posted by negke on 2008/06/15 17:54:33
rj: Quite possibly portal(?)-related. Try changing the shape of the brush in question or delete/recreate it (so it's moved to be bottom of the .map file). Maybe running QBSP with -hull # might give a hint.
megaman: It's a regular Ogre minus the wakeup sound who can infight with monster_ogre. Isn't spawned in Quoth.
#7581 posted by rj on 2008/06/15 18:23:34
spirit, negke, thanks
i've been reading that textfile. the '-hull 2' option didn't seem to give any extra info; the pointfile just seemed to shoot up the wall instead (which was still solid to player & rockets). i've yet to try some of the other params but the '-leak 0' caught my attention; seems too much of an easy fix to be true.. what drawbacks arise from using it?
Oh Oh!
#7582 posted by Mike Woodham on 2008/06/15 18:39:52
BspEditor 0.95b:
File #1
7000+ brushes, .map file 70535 lines long, 3.542 meg, everything visible in editor.
File #2 - next saved version of #1
Added small number of brushes, .map file 70945 lines long, 3.564 meg, only 9 bruhes visible in editor, all Groups set to visible, Map Info says 9 brushes.
Any ideas?
No big deal as it was only about one hours work but I am curious.
Rj
#7583 posted by Orl on 2008/06/15 19:49:12
I had a ton of leaks similar to the one your describing in omlabx. The ones where they pass through a solid wall.
As negke mentioned, change the brush shape a bit and see if that fixes it. It may in some cases, and sometimes it won't.
But I found out the best guaranteed method to eliminate a leak like that is to place a hollow box around the brush on the outside of the map, where the leak is. It doesn't have to be a big box either, just enough to cover the bad brush up.
Orl..
#7584 posted by rj on 2008/06/16 01:38:10
cheers. managed to pinpoint it in the end by deliberately leaking another part of the map (so as to split hull 0 up & prevent the outsides from filling) then noclipping outside; turns out i could fall through the side wall and down into the level.. so built a bunch of brushes around it in a similar fashion to your suggestion and it seemed to work :-)
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