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.
Well
#7748 posted by necros on 2008/08/17 21:59:06
it does, but you may not notice it.
from what i can tell, when you exceed the clipnode limit, parts of solid geometry stop being solid.
i guess it's whatever is processed last, so everything the engine reads after it hits the limit isn't solid or something like that (i doubt it's this straight forward. it's a 'node' after all, so it's probably not just a straight 1 to 1 with faces and clipnodes).
this can be fine (areas that you never go to, so doesn't matter if they are solid or not) and it can suck the big one (giant sections of floor are nonsolid and you fall into the void). :P
i think you are thinking of marksurfaces. from what i saw, marksurfaces can sometimes be over the limit and sometimes it will be fine. the chance of it crashing increases the higher you go over the limit though.
Noobie To Quake Mapping
Hi everybody, after countless efforts of trying to create high quality maps (mostly performance wise) for Half Life 2 and other Source Mods, i have decided that being unexperienced with mapping i should probably work with something a little more basic (too many triggers / entities / functions to deal with)
Quake 1 has always been my favourite FPS because of the architecture and the way the maps seem, and thats why i have chosen it. And since i am used to Hammer editor i decided to go with World Craft. Unfourtunately i found 1.6a to be a pain in the arse, and tried version 3 (courtesy of a link on these forums) with the Quake tools supplied. However i seem to have problems in terms of publishing or even testing the maps (it will not convert to BSP and has tonnes of errors). This is the same with 1.6 version aswell.
So i downloaded QuARK, however that program seems really complicated to me and i just cant seem to get to grips with it (i've been trying for a few days now). What i do right now is, map in version 3 of WC, then save as .map and open it in version 1.6 then i export it to .map and am able to open it in Quark for testing and saving. Though this method sucks because all of the textures get misaligned. And i cannot get to grips with using either quark or 1.6.
So what i was wandering is, are there any known issues with version 3 hammer with Vista? Because to be totally honest thats the only thing i can think of considering i've installed everything to the correct directories and havn't changed any configs.
Oh and the messages i am getting are just Path files that can't be found, yet i have checked and they all appear to be in check, plus it doesn't make it clear exactly as to what it is looking for.
I'd be greatful for any help with setting this up thanks
When You Have Made Your Map
#7750 posted by RickyT33 on 2008/08/19 00:09:23
First make a folder on your c: called qtools or something.
Then
in Worldcraft 3.3, click:
File=>Export to .Map=>
Save as "c:\qtools\MAPNAME.MAP"
Then
Go into c:\programfiles\worldcraft\quaketools\
and copy txqbsp.exe, light.exe, vis.exe and nomapversion.exe (not essential) into c:\qtools
Then
Go into start=>programs=>accessories=>command prompt
then type "cd c:\qtools\" (no quotes)
then type "nomapversion MAPNAME" (not essential)
then type "txqbsp MAPNAME"
this should run and create the .bsp file in c:\qtools as well as pts files and prt files whether the map leaks or not.
then you run vis "vis MAPNAME"
then light in the same way
put all of the resulting files (or just the bsp file it it doesnt leak) in c:\quake\id1\maps\
then run from the Quake console "map MAPNAME"
In WC3.3 i save all files in c:\quake\id1\maps also all of the tools are in this directory and if you got to Worldcraft options menu I have all the tools se up to run from there.
The long winded process I have just told you to do is what Worldcraft does automatically when you have it set up properly. Just make sure all files and tools are in c:\quake\id1\maps and you cant go wrong.
Fuck
#7751 posted by RickyT33 on 2008/08/19 00:12:15
where you see ... in the post above:
1st time "quaktools"
2nd time "command prompt"
Paths, Hammer, And You
#7752 posted by Preach on 2008/08/19 00:13:41
My general recommendation for people starting out mapping would be to use the compile tools in the command line until you can get them to work. Although the batch stuff in hammer is nice once it works, it adds an extra layer of things that can be going wrong. So export the .map from hammer and type "cmd" in the run dialogue, then see if you can make the map compile like that.
I do have one Hammer specific suggestion though if you're having trouble with paths. Is Hammer installed to your c:\ drive, and are all the .wad/.map files on that same drive? Hammer has some issues with being on a second hard disk if I remember right. This may be fixed with the 3.5 version, but of course that's no good for quake. So if it's practical and not already the case, try putting everything on that drive.
Beaten
#7753 posted by Preach on 2008/08/19 00:14:52
Ricky beat me to the first suggestion, and described it in much more detail. So just imagine I backed up his suggestions 100% in the first place.
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