 Hugh
#8269 posted by madfox on 2009/02/07 17:33:47
That makes things a bit clearer. So it seems that mdl2 and md3 are the extentions I have to look for.
The qmld2r9b seems a good programm as it comes to exporting 3DS. I have never come further then in and exporting extentions in it, as the skinpainter is weird with the pal format and I never knew how to add bones.
The only trick i do is importing in AM2000 so I can attach bones to make the animation. While exporting back to QMLE the verticecount doubles, but as I'm making a new model from base that won't matter.
I surely need more knowhow of Max or Blender.
But as I bought AM2000 I have the import ext:
dxf lit seg mdl(own to program) ply 3ds av2
which are quiet a lot.
Export extentions are only four:
ply 3DS av2 mdl (own to program ie not the quake mdl).
 Counts
#8270 posted by madfox on 2009/02/08 09:01:44
Had a quick steamup with max3d and now I've managed to import an enforcer into max with a 3ds file.
I'm on the point that I have bones which are roughly devided over the model. But before going further I decided to check if my model still is on the same count.
Then I see I can only export 3ds and it has one vertice less?
So I import an enforcer
222 vertices 424 triangles
and it comes out as
221 vertices 424 triangles
#8271 posted by necros on 2009/02/08 09:13:32
have you tried importing the enforcer and then exporting it again without doing anything at all in a completely fresh document?
if you're still losing a vertex then i'm not quite sure what's up... it shouldn't merge vertices on it's own. :S
 Yeah
#8272 posted by ijed on 2009/02/08 15:07:34
That's wierd.
The safe, but tedious, option is to export all frames to max then create a new .mdl - treating it as a completely new model.
 Well
#8273 posted by madfox on 2009/02/08 19:57:28
Here are some screenies to fill in the case...
I import an enf.3DS in Max3D and export it unchanged back to QMLE:
http://members.home.nl/gimli/max3.jpg
http://members.home.nl/gimli/max4.jpg
Nothing wrong.
Then I import the model and make my animations, export it to 3DS:
http://members.home.nl/gimli/max1.jpg
http://members.home.nl/gimli/max2.jpg
Max3D shows the right count but Qmle seem to import it different.(?!)
 Triangles
#8274 posted by Preach on 2009/02/08 20:08:20
You've actually gained some triangles there too. I wouldn't expect the import/export process to actually create an identical model though. If I followed my pattern of import cia MD2, then export via MD3, I'd expect the vertex count of a regular quake model to increase quite a bit, because you'd lose all the onseam information, as no other format supports that.
It's just another advantage of recreating the .mdl file from scratch each time, rather than trying to import new frames into an existing one: You don't have to worry if there's an extra vertex or if the triangle count has changed, you just start with a blank slate each time.
 Skyboxes And Water In Quake (darkplaces Client)
#8275 posted by Zylyx_ on 2009/02/16 22:49:13
hey just two questions.
How do I add custom skyboxes to my quake maps? I'm using WC 3.3 and the Darkplaces client for my Quake maps. I have a sky texture in my dev.wad called "sky", and I added the "sky" key in the worldspawn entity with the name of my sky texture as the value.
I have 6 sky texture files in my quakedir/mymod/textures dir with the names followed by the recommended HL mapping suffixes of bk, ft, rt, lt, up and dn.
However, when I test my map, I get a black box around my test level.
Also, I have a water texture in my wad with the name "!water", and it's 64x64 (as recommended), but in the game it shows it as one solid tiled chunk, and I cant swim in it.
Any help is appreciated. Thnx.
#8276 posted by anonymous user on 2009/02/16 23:03:05
The skybox images have to be in /mymod/gfx/env and liquid textures require "*" in front of the name (not "!").
 Correction...
#8277 posted by metlslime on 2009/02/16 23:48:25
can't have a filename with * in it, so i think you use # instead.
 Oh Oh...
#8278 posted by metlslime on 2009/02/16 23:49:39
nevermind, if it's inside a wad file, you use '*' as post #8276 says. if it's an external texture file, then use '#'
 Well I Dont Use Anything
#8279 posted by RickyT33 on 2009/02/17 01:15:45
Bareback baby! :P
Just check out one of my maps, I think they all have skyboxes except for the speedmap and the remix of e4m1. But off the top of my head i think I just called them duskeft, duskebk or whatever.
I downloaded them from kell.quaddicted.com, I remember having to delete a _ from each one.
#8280 posted by RickyT33 on 2009/02/17 01:17:37
maybe i didnt have to even delete the character if i had put the key "sky" "duske_"
#8281 posted by Zylyx on 2009/02/17 11:21:02
Cool thanx for the info, I'll try it out later on today and get back to you on it.
 Got Water But No Sky
#8282 posted by Zylyx on 2009/02/17 13:49:06
Ok, I got the water working, but I still dont have a skybox.
I have a "sky" key with the value "skybox_" in my worldspawn entity list.
My sky textures are in mymod/gfx/env/, and are named as:
skybox_lt
skybox_lf
skybox_up
skybox_dn
skybox_ft
skybox_bk
and they are in 24bit .bmp format.
any suggestions :) ?
 Minor Success
#8283 posted by Zylyx on 2009/02/17 14:03:42
Ok, if I load my map and type in "loadsky skybox_" in the console, then it loads it, which asks the questiosn of whether or not WC is even taking into account the entity list change that I made in worldspawn. Also, I found out that the key should perhaps be "loadsky" instead of "sky", but I dont know if this is correct. And finaly, if I add "skybox_" with qoutes as the value to the key "loadsky", the map compiler says that it cant find mymap.bsp in the compile directory. Wierd huh?
 All Better
#8284 posted by Zylyx on 2009/02/17 14:15:15
Ok, got it fixed, I changed the key to "sky" and the value to "skybox_". The sky loads now, but there are visible seams, which I'm guessing is because it's loading the wrong textures on the faces of the skybox.
 Loadsky
#8285 posted by RickyT33 on 2009/02/17 14:19:54
That is a JoeQuake syntax. Isnt it?
Well my skyboxes (Kells skyboxes) are not of .bmp format but TGA.
skybox_lt
skybox_lf
skybox_up
skybox_dn
skybox_ft
skybox_bk
the first line "skybox_lt" should be "rt" although I believe this is just a typo that you put into the post.
Try removing the _ from the value in the worldspawn and the names of the images.
Dont worry, it will work eventually :)
Darkplaces, AguirRe's GLQuake and FitzQuake all definately work with the key "sky", that is the normal way of doing it.
And finaly, if I add "skybox_" with qoutes as the value to the key "loadsky", the map compiler says that it cant find mymap.bsp in the compile directory. Wierd huh?
Big can of worms - "compile DIR". Just make sure that all of your bsp and map files, as well as the tools you use are inside "quake\id1", and that Worldcraft is set accordingly. Then you will avoid any annoying "file not found" errors.
Also in WC save your map and click "export to map file", then open the map file in Notepad or a text editor (not Word). The Worldspawn is right at the top of the file. You can edit/add keys/values this way, just save the file.
Learn to use your compile tools with a command prompt also, as the WC process window can be buggy as hell.....
let us know what happens when you remove the "_"s and make sure that the skyboxes are 24 bit targas (TGAs), leave the key as "sky". That should work really......
 Oh Sorry Crossed In The Post :P
#8286 posted by RickyT33 on 2009/02/17 14:22:44
Try your map with different engines. Im not sure all of them will load BMP files as skyboxes. Also JoeQuake and some other engines (Qrack, Tomaz, QMB) might not load the skybox, and you'll have to type loadsky blah.
Darkplaces AGlQuake and Fitz should all work though :)
 It Works Now
#8287 posted by _Zylyx on 2009/02/17 15:43:23
Thnx for the info. It works now.
I got all of mt sky textures as skybox_lt, skybox_rt, etc, in my mymod/gfx/env/ dir. All of the sky textures are in 24bit .tga file format. I put in the "sky" key in the worldspawn along with the "skybx_" value. I got everything to compile fine.
I should make a note that I'm using hmap2.exe for my compiling, which i think is written by LordHavoc for use with DP.
The only slight bug I have with the skyboxes is that there are big visible seams, because the textures are not aligned properly, but this is due to the fact of what I think is the case of my saying "skybox_rt (right)" and DP saying "skybox_rt (left)". I'll fiddle with that and get backt o you.
The reason for all of this sudden commotion is because I started working on my mod. I'm experimenting with making HUGE maps (as in they go way off past the grid in the WC editor). I want to make GTA-like city levels. I got a few ideas I wanna try out.
 OK
#8288 posted by RickyT33 on 2009/02/17 16:11:10
But remember that if you make the level too big it will take infinity to visually optimise (vis) so keep an eye on your details (marksurfaces, clipnodes etc etc).
#8289 posted by JneeraZ on 2009/02/17 16:11:56
Yeah, my coagula map is already starting to kick my machines ass in VIS time. Grrr...
 Vis...
#8290 posted by Zylyx on 2009/02/17 16:22:36
I donn know much about the technicalities of VIS, or BSP tree's for that matter. I do know that the VIS program creates portals, which are sort of like ares that are visible, while other areas are not, because they are hidden bu occulders (or something like that). I believe that it's also used to like determine the visibility of the surfaces which are affected by the lighting in the level. Perhaps I got it all wrong.
 Well
#8291 posted by RickyT33 on 2009/02/17 16:56:02
If your map is like one big arena this is the worst possible scenario, because each portal can see most of the other portals and this takes a lot of time for the program to process. JPL's Castle of the Dark Ages is a very bad map for this and took 50 days for his computer to run vis. Three Towers and a Sick Base was a harsh learning curve for me in the wonderfull world of vis, that map took 6 and a half days to vis. Some of Tronyns maps are also like this. So making a huge map like you describe could work but you will have to keep the details pretty low, so that there are minimum portals.
Some of Ijed's maps in WARPSPASM are massive, some of the biggest levels ever, but he used effective vis-blocking (making sure that the map is broken up by walls and cleverly placed bends in corridors) amd vis times we're comparitively short for him.
Dont confuse vis-blocking with Worldcraft's vis-groups feature, they are completely unrelated.
A massive city could work if all of the buildings touch the sky and are flat on top, and all of a similar height (they will act as barriers and stop the vis process from considering too much of what is on the other side of them), but if you make it so that all of the rooftops are accessible then your finished map will take a huge amount of time to vis.
And your r_speeds will be very high, causeing even modern machines to stutter and suffer frame rate drops.
Please go and make a huge map with good gameplay and vis-blocking :)
Also hmap2 tools are not the best (sorry Lordhavoc), better use these:
http://user.tninet.se/~xir870k/
:)
#8292 posted by _Zylyx on 2009/02/17 19:38:31
Thanx for all that info,and I downloaded your tools, so I'll check them out. Is there perhaps some official guide (as in more technical), that specificaly covers what each compile tool does and how to get the most out of it?
 There Is On That Website.
#8293 posted by RickyT33 on 2009/02/17 20:46:32
Look in Quake 1 Tooltips at the bottom of the page.:)
The tools are probably the best for the Quake engine generally, rather than Darkplaces specifically. The idea of doing a GTA style mod would work if you meant GTA1 or GTA2, but seeing as you're asking about a skybox I figure you had a greater vision ;)
Lordhavocs website has all of the details for his tools and engine, but it really is the compiling which would screw you up! You could do a fast-vis "vis.exe -level 1" release which wouldnt take so long as a full compile, but it's not a healthy way of doing things.
Or so they tell me...
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