What Have I Unleased?
#852 posted by Scragbait on 2003/12/15 17:47:43
The map from hell.
Mike - Are you using the latest patched version of Quake itself? 1.08, I think. Perhaps that doesn't matter if running another engine like GLQuake or FitzQuake.
I have been able to compile and run but enemies become invisable later in the game. I'm running it on a Radeon. Don't know if your display card and driver could be contributing to the crash.
Scragbait
#853 posted by Mike Woodham on 2003/12/16 02:34:05
Just Fitzquake. AguirRe's utilities. Radeon9700 Pro. Bsp Editor. WinXP. P4 2M, 1G Ram. Nothing unusual?
Tyrlight Output Of Lit Files
#854 posted by Shadowalker on 2003/12/16 03:28:48
I want to create lit files for my existing maps, already have the lits from fuhquake. Can someone create a tutorial on how to do this? I just get lots of errors when I try with tyrlight.
sw
Scragbait
#855 posted by aguirRe on 2003/12/16 04:29:45
Did you receive my last emails Dec 11th?
Shadowalker
#856 posted by starbuck on 2003/12/16 10:07:04
this program, called Onelight, extracts the coloured light information from a .bsp file and makes a .lit for you
http://www.orbiter-productions.com/alchemy/onelight.zip
Oh, Unless You Meant
#857 posted by starbuck on 2003/12/16 10:10:19
you wanted to automatically generate .lit files... there's a program that gives you coloured light based on the colour values of the textures nearest to each light
that gives pretty poor results though, and I've forgotten what the program is called :)
Got The Emails
#858 posted by aguiRe on 2003/12/16 21:27:30
I sent you an email that got sent back to be for some reason. Is your Realbox full? I'm going to take your suggestions with your light program and your other tools once I've tidied the map some more.
I've been cleaning up my brushwork in the cliffs. It's slow going but should help somewhat.
I sent an email with this question. Here goes:
Real quick question that I hope you can help me with. I'm filling in voids
and cleaning my brushwork. What would be the better approach to constructing
a wall of brushes. Would it be:
1) Use triangular brushes (as viewed from above) to create the bank. This
would require more brushes but I assume that I would then end up telling BSP
how I want the vertices generated.
or
2) Use polygonal brushes. There would be fewer brushes but BSP would
generate the vertices with the possibility that more triangles may be
generated on the face then if I stuck with option 1.
These brushes have straight vertical walls. No fancy clipping.
Just curious.
Yikes!
#859 posted by Scragbait on 2003/12/16 21:29:33
The email above was posted by Scragbait, not aquiRe. I was going to make aquiRe the title line.
No wonder my maps suck if I can't pay attention to details.
Scragbait
#860 posted by aguirRe on 2003/12/17 07:48:36
I've sent you an alternative email address, please re-send your previous email(s) and I'll try to answer your questions. Sorry for the inconvenience.
Lit Files
#861 posted by shadowalker on 2003/12/18 19:10:55
I want to take my old maps and use quark to add colored lighting as exported lit files. I don't think qip engine supports bsp 30. I have tyrlight to export the lit files. Any more info needed?
as
Scragbait
#862 posted by aguirRe on 2003/12/19 12:00:40
Do you still have trouble sending me email or are you just too busy?
Shadowalker
#863 posted by Tyrann on 2003/12/19 21:41:57
Re: #854, #861
What errors are you getting from TyrLite?
Aguire
#864 posted by Tyrann on 2003/12/19 21:42:58
Re: #858
Triangular is definately better.
Trust me, I know ;-)
(off-topic)
#865 posted by - on 2003/12/19 22:58:53
people are popping out of the woodwork last few days here... Fribbles posts, then Peej, and now Tyrann! I expect to see ZTN, Headshot, Retinal, Escher and all that old school crew next...
Tyrann
#866 posted by aguirRe on 2003/12/20 06:06:33
are you sure? I noticed in Scragbait's map that he'd used triangular shapes in some rock formations and the way they met in very thin and pointy brush corners made me think that qbsp might not like that.
Also, more brushes means more faces to have possible alignment errors in. My spontaneous recommendation would be less brushes are less problems, at least if everything's kept on-grid.
The only obvious risk is that you hit the face limit on the brushes (especially in hulls 1/2), but with modern compilers that shouldn't really be a problem.
Well, you're the more experienced mapper, so I'll take your word for it.
Scragbait: does this answer your question?
As The Corps...
#867 posted by madfox on 2003/12/20 17:16:09
What would be the easy-ist way, to change the
sequence tex between the four episodes.
I tried several times in client.qc but this does not seem to work.
Sometimes there is only {WrtiteScript MSG}
Sometimes there is WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon
Although I changeds all the letters in the same account, it won't give a ridge.
Or should I make a Quark.qme script?
Erm
did you compile it?
Map Not Compiled Yet
#869 posted by Scragbait on 2003/12/20 19:26:35
I'm away from my main box. I'm still cleaning up my map file there. I'll continue in the new year. aguiRe's and Tyrann's answers contradict. I'll choose in a discetionary manor between the two options. I know that distorted (pointy, thin, etc.) triangles are undesirable for Finite Element Analysis (stress, thermal, fluid flow analysis) but I'm not sure if it matters for rendering or compiling. I think it could go either way.
Scragbait
#870 posted by aguirRe on 2003/12/20 21:20:39
Would you be interested to know that my poor P4 has been churning on your e2m1a map for 147 hours (that's six days) straight now and has only reached 82.5%?
To make me happy, RVis merrily suggests that it'll be just another 185 hours before it's done ...
When you have a spiffy new map version, please let me know.
Also, follow Tyrann's advice regarding the brush shapes. I recall him having some problems with his large [yet] unreleased idbase map some time ago. I'll bet he tried a few things to make qbsp feel better then ...
Madfox
Editing the end-of-episode text in CLIENT.QC, then compiling into a PROGS.DAT, is the only way to change that text (which should be in a line like WriteString (MSG_ALL, "End of episode text\ngoes here");
However, (at least in the QC editor I use) the text must be on one line. Line breaks in the text string itself are represented by \n - maybe that's your problem. It may be that your text is on multiple lines, and that's breaking your compiler.
Nailgun Ogre...?
#872 posted by [Jimbo] on 2003/12/22 09:36:34
anyone have nailgun ogre QC that I can borrow for a Q1SP ?
I tried the TUT on inside3d but the ogre would
only fire one nail at a time, and When I tried to make him fire more, he just shot them all at once :(
Basically, I didn't want to go and outright steal someone's code, I wanted to ask first, and or code It myself, but I kinda ran into a wall on this.
Also, are the Zerstorer ppl. still around?
would they mind If I borrowed their chainsaw code/mdl? Full credits would be in the Text of course, how would I contact them? Or does anyone know of a chainsaw TUT somewhere? I think "Street Rage Quake" had a chainsaw but hmmm...
Jimbo
FC,
#873 posted by necros on 2003/12/22 10:20:20
the game will only break when a line is too long and takes more than a screen to write.
but line breaks should cause any trouble... i've written a few end game texts and i've never had much problem with them.
As The Editorwriter's Corps...
#874 posted by madfox on 2003/12/22 12:09:02
I changed the text in exact the same count on letters and slashes.
Don't know what it is, had a hard time inding the right *.qc because some only mention
WRITE_STRING {MSG_ALL}
But when I did, I got a SIGSEV failure.
And Jimbo, look at gamers.org
http://www.gamers.org/pub/idgames2/quakec/monsters/qt-ogre.txt
There is a convertion for the nail org, although you have to councel out.
Mac VIS/Light/BSP?
#875 posted by . on 2003/12/23 03:29:10
Is there by chance any of these tools for Mac? Preferably OS X, but if OS 9... I searched, can't find anything, but perhaps there is something lurking about. My Powerbook (867) would compile faster than my PC (150) so...
Jimbo
#876 posted by HeadThump on 2003/12/24 01:50:34
You can find most of the golden oldie QC files at http://www.gamers.org/pub/idgames2. I don't know if nail gun ogre is there, but most modifications that you would care to make can be done with a simple adjustment of some pre-existing design. For instance, my 'crotch sniffing' patch (the Ogres seem to like that one) is derived from the 'crouch' patch source.
As for Zer, I don't know; there is a bit of paranoia it seems in their copyright protection statement(so long as you are just suing my ass, and not the rest of me, I don't care). I have seen the chaingun in several mods though. For some qc patch work that would make for the basis of a complete episode, try Custent, I believe you can find it linked on Fat Controller's sight, and Nehahra has good source code, written in an interesting Pascal hybrid. Source of Evil sounded interesting in regards to its qc, but the download links from Tronyn's site do not function.
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