 Bsp2prt
#7723 posted by necros on 2008/08/09 19:17:18
is there an updated version of this? when i feed a map into it, it doesn't generate the prt file. :(
 Necros
#7724 posted by negke on 2008/08/09 22:02:03
aguirRe's Bspinfo tool
 ?
#7725 posted by necros on 2008/08/10 00:25:14
what's that?
 Oh
#7726 posted by necros on 2008/08/10 00:26:11
i just noticed it's bundled with the other 3 tools. :P
 Triple Post
#7727 posted by necros on 2008/08/10 00:29:10
...and it works. thanks, neg. :)
 HeadThump
Thanks for the tip (seriously, that's pretty clever).
Personally though, I find that quake3.exe does a remarkably good job of running the Q3 bsp files... ;)
 Thanks Mr Fribbles
#7729 posted by HeadThump on 2008/08/10 09:39:09
I agree, it is still my favorite engine to fart around with the game code, even though my coding skills are meager.
 One Thing I've Noticed
#7730 posted by HeadThump on 2008/08/10 10:16:15
while doing this, the sdl version I tend to use anyway works fine whereas the DirectX (DP just uses as a wrapper)
version crashes.
 Jago
#7731 posted by - on 2008/08/10 11:21:20
The default UTWaterVolume should automatically create a splash effect when it's touched by bullets and pawns.
Very possible your water sheet is colliding with things, I recommend using a static mesh as your plane (should be reletively easy to find one in a package somewhere. Or to create your own), and set it to have no collision.
 I Has A QuakeC Question
#7732 posted by Lunaran on 2008/08/11 07:18:09
Let's say I set all players, and all monsters, to have the same .owner, presumably an info_notnull or something innocuous - will this interfere with collision? No players own any monsters or vice versa, it's all through the notnull, so everyone should be fine to bump uglies, right?
Um, don't ask what it's for. �_�
 Correct
#7733 posted by Preach on 2008/08/11 11:42:28
Yeah, there's no inheritance of "noclipness" between entities with the same owner. I think this might break the last post in the New Tricks thread, and I meant to post something about that. The only other thing you'd have to worry about is that any of them had an owner before, but in regular qc neither player nor monster does.
 Updating Entities Without Map File
#7734 posted by necros on 2008/08/15 22:02:57
i extracted the entities from a bsp with
bspinfo -copyents
but i can't seem to find a way to re-inject them with either qbsp or bspinfo (both aguire's tools)
does anyone know if it's possible?
 Try Adquedit
#7735 posted by Preach on 2008/08/15 23:37:38
Adquedit is capable of importing an ent file and baking it into a bsp file. I expect there is a way to do it with the normal tools to, but I can't remember it.
 Adquedit?
#7736 posted by necros on 2008/08/16 00:04:17
only asking because i don't have it currently and i'd have to search for it;
will adquedit mess up the switchable lights? older qbsp compilers used to do that when you'd do -onlyents and afaik, adquedit hasn't been updated in ages and i was wondering if it will do the same thing.
 .ent Files
#7737 posted by Lardarse on 2008/08/16 10:02:26
The usual way is $BSP -onlyents
I kow it works with hmap2, I haven't tried with any others. You will possibly want to do the light stage again as well, as it sounds like you are adjusting them.
Speaking of light: what's the recommended program to use these days?
 Nah
#7738 posted by necros on 2008/08/16 10:05:13
lighting is finished. old qbsp programs used to mess up switchable lights when you did a -onlyents pass.
i checked aguire's new qbsp and as i should have known, he fixed that problem. :) unfortunately, i don't think i will be able to use the .map file with the .bsp anyway, so i'll look into adquedit.
thanks anyway, guys.
 Necros
#7739 posted by negke on 2008/08/16 10:18:04
aguirRe's light tool has -onlyents too. This way you can fix switchable lights after a qbsp -onlyents compile.
 Clipnodes
#7740 posted by madfox on 2008/08/16 21:34:50
There's a link for Adquedit at QuakeTerminus...
http://www.quaketerminus.com/tools.htm
Console Warning: map has to many clipnodes - (31456 should be normal, 32456 exceeded the limit)
Does this mean I used to many polygons?
 Thanks Madfox
#7741 posted by necros on 2008/08/16 22:05:23
also: clipnodes is basically how much solid collision geometry you have.
i'm pretty sure you can fix this by covering any areas where the player can't walk with giant clip brushes. this will reduce the collision data, iirc.
 Append:
#7742 posted by necros on 2008/08/16 22:06:27
even just filling in troughs and small alcove with a flat clip helps. like if you have a recessed trim 32 units wide in the floor where the player can't go in to, just fill it up with clip brushes to bring it flush with the surrounding floor.
 Still Waiting For An Answer To My Question
#7743 posted by Lardarse on 2008/08/17 09:22:03
 Lardarse
#7744 posted by Spirit on 2008/08/17 09:59:54
 Madfox
#7745 posted by DaZ on 2008/08/17 12:02:42
I had that error recently on my idbase map, it was because the map was not sealed.
 Clipnodes
#7746 posted by madfox on 2008/08/17 20:10:14
the map has an enormous part of brushes with the shape as if they were treated with convertmap.
First I had the lightmap error too, but as long as I keep fitting the polygons to eachother this error dissapeared.
It has become 8.5Mb, and I'm trying to keep it playable in the normal engines.
#7747 posted by negke on 2008/08/17 20:15:17
Exceeding the clipnodes limit only slightly doesn't cause any problems with regular engines.
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