Probably...
#8494 posted by metlslime on 2009/05/04 23:51:06
you'd want to add some mounds of earth around the rim of the pond. For general techniques, search for "triangle method" terrain, that might be what you want.
That's It
#8495 posted by ijed on 2009/05/05 03:28:47
You make the terrain out of wedges, then lower and raise verts to get what you need. Wedges are more difficult to break by vertex manipulation than rectangles.
Garden gnomes you can export from a 3d package - Qme can get you there with enough patience. Other features like a gazebo, rockery or magic waterfall + rainbow are a bit more complicated.
Oh yeah, and fish will most likely get stuck on the sloping edges of the pond.
Fdsa
#8496 posted by fsd on 2009/05/05 09:08:02
fdsafdsafdsa
Also
#8497 posted by necros on 2009/05/05 10:13:34
tetrahedrons are impossible to break.
Tough Motherfuckers,
#8498 posted by ijed on 2009/05/05 14:59:56
Thats for sure. More difficult to use though.
I tried developing a decent rock strategy for them but things got a bit too organic - everything ended up becoming a slope. and adding to it just decreased the inclination.
clockworkdroog:
http://www.katsbits.com/htm/tutorials/trisouping.htm
Apparently the method is called trisoup - which sounds stupid, but there you go.
Perfect.
#8499 posted by clockworkdroog on 2009/05/05 19:06:59
Thanks for the help.
Trisoup
#8500 posted by metlslime on 2009/05/06 00:23:24
"trisoup" usually implies an aribtrary pile of triangles with no regular connectivity. At the very least when you make terrain out of triangles, you're probably at least making one continous sheet. And usually people arrange the triangles into a grid, so you end up with a pretty well-ordered array of triangles, basically a heightmap.
Yeah
#8501 posted by ijed on 2009/05/06 01:13:10
A trisoup would have them intersecting, I assumed. Technically would work just as well if you stuck to a decent sized grid, but would be a mess to work with.
'pitch Roll Yaw' Is A LIE!!!!!!
#8502 posted by metlslime on 2009/05/09 10:23:22
agh, how many times will i be deceived by the stupid 'pitch roll yaw' explanation in the quakec comments and quake.def file. It's pitch yaw roll, damnit.
Heh Heh Heh Heh Heh
#8503 posted by meTch on 2009/05/09 16:03:37
Rollin'
Getting Back Into Mapping!
#8504 posted by Drew on 2009/05/11 21:55:54
I've installed WC 1.6 to keep things old school.
Something blocking the oldschoolness of my map making is the fact that my copy of quake now resides in my steamapps folder. Perhaps this is why I get this message when I try to compile my map?
nput file: C:\Program.map
Output file: Files\Steam\steamapps\common\quake\id1\maps\square01.bsp
---- LoadMapFile ----
*** ERROR 34: Failed to open C:\Program.map: No such file or directory
Elapsed time : 0:00
Peak memory used : 0.0 MB
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\common\quake
** Executing...
** Command: C:\Program Files\Steam\steamapps\common\quake\quake.exe
** Parameters: -window +map square01
Hope I'm not retardedly missing something obvious.
Thanks!
#8505 posted by JneeraZ on 2009/05/11 22:00:11
I'm guessing it's upset about spaces in path names so that "C:\program files\..." gets truncated to "c:\program". Try installing into a path without any spaces in the name.
Or, if possible, try to surround your paths with quotation marks but that's probably not going to work in this context.
#8506 posted by RickyT33 on 2009/05/11 22:25:10
just keep everything inside c:\quake\id1\maps and nothing can go wrong. tools, source, everything.
You Can't
#8507 posted by ijed on 2009/05/11 23:16:34
What you have to do is make the path name absolute - with a " at the start and end, that way it forces the spaces to be visible to shitty windows.
So
C:\Program Files\Steam\steamapps\common\quake
Becomes:
"C:\Program Files\Steam\steamapps\common\quake"
So
#8508 posted by Drew on 2009/05/11 23:30:17
You're suggesting I add quotes on either end of the directory in the 'game' tab, correct? this isn't working.
I didn't have these problems with the steam version of half life, but I was the newer version of hammer, not worldcraft. Maybe I'll try wc 3.3...
Hm
#8509 posted by ijed on 2009/05/12 00:33:16
Worked for me . . .
Cool
#8510 posted by Drew on 2009/05/12 04:14:52
Now its working, though worldcraft is telling me that my map wasn't built.
Whatever. I can play my maps now, thanks guys!
Stupid Question
#8511 posted by jdhack on 2009/05/12 06:20:10
Is there any engine whose software renderer works in WinXP?
Vanilla Winquake And
#8512 posted by spy on 2009/05/12 08:09:49
aguirre's winquake should work in winxp
#8513 posted by Spirit on 2009/05/12 09:20:27
winquake.exe
Joequake
#8514 posted by RickyT33 on 2009/05/12 10:34:38
has a software engine. You get two executables in the file. A GL engine and a software one. It works pretty good IIRC.
SW Render
#8515 posted by jdhack on 2009/05/12 12:35:17
Hmmm, must be something with my setup. Every engine crashes right after creating the window, with some variation on the "illegal memory write" error.
I wonder if the assembly code doesn't quite work on AMD?
#8516 posted by Mandel on 2009/05/12 19:54:46
JoeQuake and stuff should work no problem, perhaps you should update your graphics card drivers? Or DirectX.
I'm quite sure your AMD CPU is 100% compatible with the assembly code in SW Quake.
Figured It Out
#8517 posted by jdhack on 2009/05/13 07:00:54
Had to turn off Data Execution Protection - apparently the sw renderer uses self-modifying code. I remember now I had to do the same thing to get Unreal to run.
Preach
#8518 posted by negke on 2009/05/13 09:42:38
Shouldn't it be possible to manually define the volume of a point (notnull?) trigger with absmin/absmax/size ?
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