Yeah
#7985 posted by Preach on 2008/11/17 11:44:50
I'd say you got all the important differences, the shambler alert sound and death messages are also used(although the former isn't precached). But yeah, very good work!
Preach
#7986 posted by JPL on 2008/11/17 13:27:49
The explanation is really complete and detailed, but I'm still not sure how to implement it: Would you please consider to provide me a short and simple map example (.map / .bsp) that would enlight my spoor mapping skill...
#7987 posted by negke on 2008/11/17 21:41:35
It's a info_notnull brush entity. Just create a regular trigger and change the classname field.
Preach
#7988 posted by negke on 2008/11/17 21:46:05
Suggestion for Quoth3: customizable light styles, e.g. with "message" "abcdedcba", if that's easily feasible.
Preach
#7989 posted by JPL on 2008/11/17 22:10:35
Forget the example, I think I understood the idea thank to negke precision, I missed this important point: The info_notnull shall be a brush !
Thanks a lot for your support guys ! You rock !
Ok!
#7990 posted by Preach on 2008/11/17 22:25:37
Explore the world of Fodrian! Operate arcane machinery! Defeat your foes to earn your right to return! Source .map included.
http://www.btinternet.com/~chapterhonour/summon.zip
Arrgh
#7991 posted by Preach on 2008/11/17 22:38:44
Oh well, it's a nice pretty map for the next person who asks.
re: Custom light styles. Yeah, that's possible. The best way I can see to do it is have an info_lightstyle where you set style to some number between 20 and 31(32 onwards are reserved for switchable styles, and for purposes of this example I'm reserving 14 to 19 for potential quoth standard light styles) and message to the custom light style. Then you just give any lights you want the corresponding style.
It should also be possible to make these entities targetable. If one was given a targetname, then it would not define the light style when it spawns, but instead when it is triggered. This would allow for dynamic control of light styles, and could possibly be extended to the regular defined styles(although it would still be a bad idea to let styles above 32 be controlled in this way). Possibilities this would open up include:
Switchable flickering lights.
Event triggered lightning flashes across a level.
Day to night transition(if you can figure out what to do about the sky).
Pretty Map Indeed
#7992 posted by Spirit on 2008/11/18 09:44:03
Day to night transition(if you can figure out what to do about the sky).
Nothing easier than that. Quoth's trigger_command with "loadsky skybox_\n". Just do it while the player does not see the sky. It will give a short load freeze though.
More engines need Ogg Vorbis soundtrack support and then also allow the "cd <command>" commands to control it. trigger_command with "cd play 123\n" is just great.
It would be great if the information that \n is needed would be added to the Quoth documentation, I just now remembered and it (once again) gave me a headache yesterday. ;)
#7993 posted by negke on 2008/11/18 10:06:41
It would be great if all 25% of missing information would be added to the Quoth documentation as well.
Schaweet
#7994 posted by Spirit on 2008/11/18 11:55:44
Sky
#7995 posted by Preach on 2008/11/18 12:16:59
Yeah, changing the skybox works until you have to worry about engines which don't have skyboxes! I think a daytime sky texture with a non-solid func_ brush covered in scaled up black texture which is removed on daybreak/spawned for nightfall is the way to go. I think that's what we did for travail, anyway...
Terrainmap
#7996 posted by madfox on 2008/11/19 23:39:17
I'm trying a terrain map with brushes in shape of triangles.
They all have one toppoint en three corners.
As I managed to get them well fit without warnings I've come to the lightning problem.
Most of the triangles get a bad dark shape, as others come through well.
I've read aguire's tool tips but I can't find a way to avoid them.
#7997 posted by JneeraZ on 2008/11/20 00:02:16
I've seen that as well. I think it's just that the BSP compiler can't handle it. I've never had a ton of success with triangular terrain. Even if it lights correctly and looks good, you still get weird collision snags.
As For That
#7998 posted by RickyT33 on 2008/11/20 01:31:40
ive terrain-mapped using triangles quite a lot in Quake, (well since slave anyway):
if you get errors in hull 1 (clipping errors) try making the area simpler - make the bad "join" 0, 90, 180 or 270 degrees in a straight line.
Also dont make the triangles too small.
And try to stick to a 16x16 grid at the smallest.
All seem to help me!
Hope this helps.
Also try Tyrlite to do the lighting...
Errorshades
#7999 posted by madfox on 2008/11/20 02:28:21
Do your triangles have 4 or 6 corners?
I used primary geocomponents for Quark, triangle brushes of width 6x 64, and I have no warnings, all brushes aligned within 0.1 and integer centers.
First I tried the light with wait function as it gives a more egal lightning. But it looks as if the area's on the floor give the most shade.
If I use brushes with a butom, ie. 7 corners the effect seems less.
Both versions of Tyrlight reach the same results.
6 Corners
#8000 posted by RickyT33 on 2008/11/20 02:45:14
64 units deep. when it was flat. all aligned to 1 unit. the triangles are on the horizontal axis.
They look like three-sided triangles when you look at them from the top down.
the whole effect can be transposed onto another axis too, though.
Well
#8001 posted by madfox on 2008/11/20 03:10:18
I tried with 4 corners, but it seems then the floorcount in the lightning starts to behave like _not lighted from downside_ what creates the blackouts.
With 6 corners this floorcount is out of order, and they indeed light better.
Thanks for your answer!
MadFox
#8002 posted by JPL on 2008/11/20 08:27:37
Use Nemesis's terrain generator... and import the resulting .map file. Change the texture and you are done ;)
Yes
#8003 posted by Spirit on 2008/11/20 10:42:08
#8004 posted by Trinca on 2008/11/20 11:00:13
One small question guys.
"18 entities inhibited" is this lights in walls?
#8005 posted by JneeraZ on 2008/11/20 11:36:04
MadFox
Try to keep the bounding boxes of the terrain triangle polys to 16 unit boundaries. The lightmaps, I believe, are at a 16:1 resolution so if you deviate from that you could end up with weird black splotches.
#8006 posted by Trinca on 2008/11/20 12:27:17
ops, guess i got it! is the skills settings :|
Let's Do Some VIS Benchmarking.
#8007 posted by Spirit on 2008/11/20 17:49:05
BSP and Light are the quick tools where VIS can take a "while" to complete. I am kinda interested how the VIS speed differs on different machines, so I prepared some stuff:
http://www.quaddicted.com/stuff/bench_koohoo.bsp
http://www.quaddicted.com/stuff/bench_koohoo.prt
Put these two into the same directory and run vis bench_koohoo. Then post the time it took here, including your machine's specs (CPU and RAM would be the interesting bits I guess). If you are not using aguirRe's latest Vis ( http://user.tninet.se/~xir870k/ ) please also mention that (and make sure to use level 4).
It should take about 20-30 minutes, probably much less. Try not to do anything else during that time on your PC. Just browsing around on the internet added 10% to my vis time.
Thanks to Vondur for his steamy swampy map.
My results:
Pentium-M 1.2GHz, 2GB Ram (400MHz I think), Debian Lenny.
Through Wine: 18:32
gb's port: 18:02
Pentium III-M(?) 1GHz, 256MB Ram, Windows XP
Vis: 25:49
Don't forget to use the original .bsp file if you are doing several runs (which might be a good idea).
I'm Really Interested To Hear What Willems Multi Core
#8008 posted by RickyT33 on 2008/11/20 17:55:39
vis tool does with this....
Ill post some results in a while...
#8009 posted by JneeraZ on 2008/11/20 18:07:14
I won't be able to try until the morning at the earliest. I'll try to remember though.
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