While
#8165 posted by madfox on 2008/12/22 13:43:15
converting the zdoomgl models to Quake there's one thing I couldn't overcome. For some strange reason all models are converted left-handed(?!)
Now I have to change the origin of the laser.mdl I'm confronted with this
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
How do I rearange these para's into the opposite shoot direction?
Declaration Of V_rights
#8166 posted by Preach on 2008/12/22 14:23:18
Ok, here's the explanation bit. Somewhere before that line in the code, there should be a line which reads something like
makevectors(self.angles);
This is a builtin QC function, which does the following:
* Read in self.angles(or whatever angle you give it)
* Find a vector which points in the direction of that angle, normalize it, and store it in the QC global vector called v_forward.
* Then imagine that you are facing in the direction of v_forward, and tilt the screen by the number of degrees in the third component of the angle.
* Now draw a vector going horizontally across the screen. Normalize it and store it in v_right.
* Finally find a vector going vertically up the screen, normalize it and store it in v_up
You can then use these three vectors in your calculations. One way to think about it is that they let you position things relative to an entity. If you want a position which is 10 units in front, 15 units to the right and 8 units up relative to the entity, you'd run makevectors, then use:
self.origin + 10 * v_forward + 15 * v_right + 8 * v_up
So that's great if you want to go right, but how do you go left? Well, there is no v_left because the following would always be true:
v_left = -1 * v_right
So to put the laser on the left hand side instead, just change the sign of the v_right component:
org = self.origin + v_forward * 30 + v_right * -8.5 + '0 0 16';
Yaeh!!!
#8167 posted by madfox on 2008/12/22 15:06:04
Thanks Preach, that worked.
I was already doing with the v_left factor and then I had an error on the - sign. They're going great now!
thanks again, not only the right line, but also why. (my poor maths)
http://members.home.nl/gimli/quakes.jpg
http://members.home.nl/gimli/kuakes.jpg
lol
Worldcraft Annoyances
#8168 posted by Zylyx on 2008/12/22 16:22:01
Hey all!
Anyways, I got back into mapping and modding for Quake again. I'm still using WorldCraft, but there is a very critical issue with it that is really annoying me.
I use WorldCraft 3.33, along with WC3 Quake Adaptor patch.
The main problem is that in Texture Application mode (invoked by pressing Shift + A), I can�t seem to be able to pick any faces in the 3D view port. No matter how many times I click on a face, I cannot select it. Even holding down Shift to select multiple faces doesn�t work.
This is annoying me because it worked before, but now it doesn�t, and I'm thinking that the WC3 Quake Adaptor might have something todo with it.
I would not really like to have to switch to GTK or some other editor over such a idiosyncratic issue.
I posted this on Inside 3D as well, so any advice or help is appreciated.
Graphics Card Issue
#8169 posted by ijed on 2008/12/22 16:31:04
I think. I use hammer 3.4 which has it fixed (yep, works with the adapter).
I think if there's an option for 3d window configuration for 'Hardware Acceleration' then turn that off.
The adapter's not to blame - the difference between WC1.6a and Hammer 3.4 is a different set of bugs.
Still Fails...
#8170 posted by Zylyx on 2008/12/22 17:09:44
Just tried the whole thing again with hammer 3.4
I still cant select brush faces in the 3D viewport. Is it perhaps that there is an option tunred off by default somewhere?
#8171 posted by JneeraZ on 2008/12/22 17:18:44
Do you have anti-aliasing enabled? I know that screws editors up sometimes when it comes to selection.
Is It ATI?!?!?!?
#8172 posted by RickyT33 on 2008/12/22 17:21:27
In view of Willem said you should be able to check the global settings of your display drivers, i.e. via Nvidia Control Panel, or Catalyst Control Thingy... Is Anti Aliasing enabled all the time, or does it say something like "let application decide" or even "off"
No AA
#8173 posted by Zylyx on 2008/12/22 17:29:26
No, i dotn have AA on, and on my Catalyst drivers, it says "let applications decide".
I wonder what it could be...
No Decals Either
#8174 posted by Zylyx on 2008/12/22 17:34:32
I should probably mention that I cant place any decals either in the 3D viewport.
Quake
#8175 posted by ijed on 2008/12/22 18:15:52
Doesn't support decals . . .
#8176 posted by Zylyx on 2008/12/22 18:20:27
Yeah, I remember now. But regardless of the decals, I still cant pick individual brush faces in the 3D viewport. I'll give Hammer 3.4 a go and see how it goess.
No Luck In 3.4 :(
#8177 posted by Zylyx on 2008/12/22 18:29:10
Hammer 3.4 has the same issue as WC 3.3. I still cant select individual bursh faces in the 3D viewport. :(
OK, This Might Seem Very Obvious But You Never Know...
#8178 posted by RickyT33 on 2008/12/22 18:36:08
Are you in "texture application mode" when you are trying this? Enter the texture application mode vis a button on the left margin....
(I know its obvious, sorry...)
ISSUE FIXED!!!!!!! :)
#8179 posted by Zylyx on 2008/12/22 18:52:49
I FIXED IT!!!!!!!! I'M SOOOO HAPPY I COULD CRY!!!!!!!!!!!
ATI driver coders need a good spanking. Turns out I needed an old version of the atioglxx.dll in the WC or Hammer directory, because I have the drivers, which mess WC and Hammer up totaly!!!
Well, that was a fun 5 or so hours. Thnx for your help.
P.S. Here is where I found a number of people with the same problem as me: http://www.chatbear.com/unity2/12/913,1188737745,4371/1054507/20?v=flatold
Wow, That's Cool
#8180 posted by Preach on 2008/12/22 21:36:04
I encountered this hammer/drivers bug before, and I know I'm not the only one on here who has. But the only solution I could offer was to regress to a much older version of the drivers. I'm gonna go test this dll out right now, see if it works here...
Old Drivers Is Key
#8181 posted by Zylyx on 2008/12/22 22:54:49
Unfortunately, the best solution IS to roll back to old Catalyst drivers. Get hold of Catalyst 7.9, because 7.1 Catalyst drivers still dont work with WC or Hammer.
There is a price you will pay. With the 7.9 Ati drivers, the native windows version of Dark Places WILL NOT WORK, so you will have to use the SDL port.
Dont you just love all this messing about? You have to spend like a day sorting sh*t like this out before you can even sit down and mod. It's still fun though :).
Hmm
#8182 posted by Preach on 2008/12/22 22:56:36
Maybe I'll just stick with the old 5.12 drivers then, if it ain't broke...
The OTHER Solution
#8183 posted by than on 2008/12/23 06:00:17
use wc1.6a like me, running in unaccelerated mode. It's pretty slow, and for some reason I have to disable then reenable catalyst AI to get the 2d window performance to not be utterly shit, but it does the job (just about...)
I haven't had any problems running the source version of hammer btw.
More Worldcraft Annoyances
#8184 posted by Zylyx on 2009/01/01 18:00:05
Everytime I add a new custom entity in worldcraft, I cant compile and run my map, because I get a whole bunch of errors, the core error being:
[code]Error opening C:\Documents and Settings\Owner\Desktop\game development\game projects\fire line mod\fire_line\maps\test1.bsp: No such file or directory[/code]
I added a custom entity in wolrdcraft called "ambient_sound", but I everytime I try to add any sort of custom entity, I get the same problem. Note that I'm adding this entity in WorldCraft, and I'm not adding anything to the FGD file.
I'm not sure if I need to even fiddle around with the FGD just yet, because what I do is I simply add some default entity > right click on it's properites > go to it's class name > type in my own entity that corresponds to the one I coded in QC > add the needed keys and values. I would like to know if I'm doing anything wrong.
Any advice on this would be great. thnx.
Worldcrafty
#8185 posted by Preach on 2009/01/01 20:12:57
I'm not sure if I need to even fiddle around with the FGD just yet, because what I do is I simply add some default entity > right click on it's properites > go to it's class name > type in my own entity that corresponds to the one I coded in QC > add the needed keys and values. I would like to know if I'm doing anything wrong.
This sounds like the correct procedure, I do this all the time, which is why Quoth has no fgd file...
So I suspect the problem lies elsewhere. Can you confirm that the bsp file in the error message does exist. I remember having problems with Hammer(the newer worldcraft) when trying to read/write to directories with spaces in the path. Perhaps try working in something like c:\quake\fire_line\ and see if that makes a difference.
The only other thing I can think of now is that you are selecting a different mod configuration than usual, like "fire_line" instead of "quake". This might cause a problem if you've omitted one of the settings which allow quake maps to compile correctly. If you are, and you want to test this, open your rmf file and select "quake" from the mod selection dialogue. Then try compiling it like a regular quake map, and copying it into your mod directory to test.
The BSP Exists
#8186 posted by anonymous user on 2009/01/01 20:25:43
The bsp exists when it gets compiled, but that only works if I have no custom entities...And I dont think that my directory structure is a problem, because it works in every other case, except this one :(, lol
The thing is that I'm using the default Quake configuration, and the map compiles fine WITHOUT the custom entity KEY VALUES. For example, even if I have the custom entity in my map, called ambient_sound, without any values, it compiles and runs just fine. But the moment I add in new keys, like soundfile, volume, speed, etc, I get the error.
Now, I did try one other thing, and that is exporting my map as a .MAP and using the hmap2.exe (tool from the DarkPlaces client, very good, used mostly for colored lighting), but even there I get an error (along the lines of "data missing in entity bracket"). Even there it works fine, as long as I dont have any key values for my custom entity.
I tried to google this, but I couldnt find any way or any tutorial on how to actualy add custom entites to WorldCraft and use them correctly, besides having to hack around in in the FGD file.
#8187 posted by JneeraZ on 2009/01/01 20:42:37
"I do this all the time, which is why Quoth has no fgd file... "
*grumble*
:)
#8188 posted by JneeraZ on 2009/01/01 20:44:30
On topic, there aren't any other errors? Usually when QBSP can't generate a BSP file, it says why. I can't imagine it's a Worldcraft issue or that massaging the FGD file will help. QBSP doesn't care about entity class names.
Why Not
#8189 posted by ijed on 2009/01/01 20:48:27
Write the entity into the FGD? It's very easy to do and takes five minutes.
Probably won't help with your problem though.
First time I've heard that one and I've been using WC / Hammer for quite a while now.
Almost sounds like it's compiling somewhere else that your launched version of Quake can't access - as if -game whatever isn't there.
But if it compiles without the custom entity then I don't know.
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