That's Right
What a pain in the ass. Yes, the editor needs to support it too. I forgot about that. GtkR didn't support it either (no surprise) so the version I'm using had to be modified as well.
Hopefully newer editors like Willem's and Sleepywalkr's are allowing for floating point rotations (if not, please add it!)
Sock
#8215 posted by Vondur on 2012/03/17 08:46:24
Fribbles
#8216 posted by - on 2012/03/17 10:01:19
I'm willing to try anything once, maybe twice!
From what I see, GTKR 1.5 .maps do keep the floating point rotation intact, so if it's as easy as using a different Qbsp, that would kind of own.
At Least, This Is A Sample Brushface
#8217 posted by - on 2012/03/17 10:02:26
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) +1slip 0 0 63.5 1 1
#8218 posted by negke on 2012/03/17 10:16:37
While this is certainly cool and it would be great if someone could add/change that in BJP's Txqbsp code, I'm also a little sad that Scampie, the lazy fuck, gets away this easily for being with his first Q1SP.
Err, What
#8219 posted by negke on 2012/03/17 10:18:00
Not for being. When making!
Alright
Just let me find that sucker. I'll email it to you, assuming the address in your profile is valid. I'm sure mine isn't... hah!
Editor Support For Floating Point Rotation
I'm sure you're right in that the .map format supports it. If you're on 1.5 then hopefully the GUI has been updated to work with the floats as well.
If I recall correctly, in 1.4 and earlier builds, the editor would let you set a rotation of say 26.5 and would write it out to the .map... but on re-loading the map (or re-opening the surface inspector for that face, can't remember which) it would round it back to an integer... haha.
Of course, I could be completely wrong about all of this stuff, this is going back > 5 years and my memory is hazy.
Email Bounced Mr. Scamp
Anyone got a super temporary location I can upload this crap to? I have some personal webspace somewhere but I don't even have an ftp client. 2012 and I don't even know where to upload shit. HOW DO I INTERNET?
#8223 posted by negke on 2012/03/17 11:36:34
Gtk1.5 supports floats; even forces them on angles and offset when using texture lock or fit.
Frib: You can upload to quaketastic.com (pw: ilovetheshubhub).
Thanks Negke
#8225 posted by Spirit on 2012/03/17 11:41:29
http://www.jumbofiles.com/ is a fantastic free file host for random crap and stuff.
Thanks Spirit
I'll try that one next time it's just a temp thing like this. I'll have to ask to have that file nuked later (this is Willem's site yes?)
Info on the above file:
It identifies itself as TreeQBSP v2.00 -- Modified by Bengt Jardrup
It may or may not support floating point texture rotations. I believe it does, but I didn't test it to confirm this. If anyone finds out either way, pleast let us know.
I didn't modify the code myself, I had a friend do it years ago and I don't have the source or any other documentation to go with it, sorry. (If the change is as simple as czg suggests then I suppose it doesn't matter).
#8227 posted by sock on 2012/03/17 17:33:59
@necros, I assumed the crane cabin would be popular because it has such an interesting central view. I don't understand the looking up thing, it was mentioned on other sites as being popular as well. Maybe it the light contrast of dark going to light.
@vondur, yep good point, I forgot how dirty the windows can get but then I would be missing the sky! I was tempted to put up some signs around the place, telling employee's to tidy up after themselves! :)
#8228 posted by necros on 2012/03/17 19:06:13
sock, i think it's more about it being an angle that is abnormal.
first, you're in a position you would not normally expect to be.
second, you have all that crazy ominous shit looming over you like it's going to EAT YOU.
Looking Up
#8229 posted by sock on 2012/03/17 19:50:05
@necros, it is certainly odd because I created some screenshots looking down and most people who saw them complained of vertigo and did not like them. As soon as the looking up one's came along people actually said a comment. There is something about the looking up angle and the human brain, but what exactly I don't know.
#8230 posted by necros on 2012/03/17 19:58:43
well, just guessing here, but it's like that thing how humans used to live in savannas or whatever, so if you have a wide open field and you can see far, you feel safe vs when you are surrounded by shit and everything is towering over you.
VICTORY!
#8231 posted by - on 2012/03/18 02:38:04
http://imgur.com/u9w3C
Previously, that bottom edge shown here was far too long to get away with not rotating exactly correct. Thank you so much Fribbles!
Negke: first q1sp... but would be my 19th released Quake series map... not to mention speedmaps (many of which were sp!)
SM
#8232 posted by Drew on 2012/03/18 03:25:15
I think one of my favourites of yours was the dark woods themed SM, with the tricky bridge key scenario.
You should do a celebrity SM for the next pack.
#8233 posted by - on 2012/03/18 03:58:47
wtf, i'm a celebrity?
it was actually the mention of speedmapping, and me attempting and failing to finish one in 100mins a few weeks ago that started me on my q1sp.
Heh
#8234 posted by Tronyn on 2012/03/18 06:45:27
well there's celebrity and then there's Quake celebrity. It's all relative, you see.
Interesting screenshot, btw.
Scamplebrity
#8235 posted by negke on 2012/03/18 10:18:59
But speedmaps and deathmatch maps don't count, and neither do non-Q1 levels! So it's your first *full-size* Q1SP, which makes a cute little noob. Awww :3 So exciting, feels like 15 years ago!
#8236 posted by - on 2012/03/18 17:19:38
63.4
#8237 posted by Kinn on 2012/03/18 18:16:05
is closer
but whtevs
Btw
#8238 posted by Kinn on 2012/03/18 18:20:27
i made this table to refer to for when i was buggering around with my doom 3 shite.
Sorry about the formatting but this messageboard eats spaces i guess
opp adj angle
1 1 45.000
1 2 26.565
2 1 63.435
1 4 14.036
4 1 75.964
1 8 7.125
8 1 82.875
|