Iirc
#8737 posted by necros on 2009/06/29 20:28:05
colored lighting is basically the difference. so it looks at the point in the map with whatever light level, then it subtracts from the lit the the amount stored there to give rgb, so if the lightmap data is different from the .lit lightmap data, you get garbage.
also, delay 5 is like delay 2 except the max light level never goes over the 'light' amount, so you don't get overlit areas that are completely saturated. it's basically an upgraded delay 2
Mixin The Lit File
#8738 posted by RickyT33 on 2009/06/29 21:04:35
from tyrlite with a light data from light.exe results in a weird disco light effect, not good.
#8739 posted by necros on 2009/07/01 03:51:54
i was looking at the vis source code from aguirre's vis.
in soundpvs.c, there's:
if (!Q_strncasecmp (miptex->name, "*water", 6))
Ambient[i] = NoAmbientWater ? -1 : AMBIENT_WATER;
else if (!Q_strncasecmp (miptex->name, "sky", 3))
Ambient[i] = NoAmbientSky ? -1 : AMBIENT_SKY;
else if (!Q_strncasecmp (miptex->name, "*slime", 6))
Ambient[i] = NoAmbientSlime ? -1 : AMBIENT_WATER; // AMBIENT_SLIME;
else if (!Q_strncasecmp (miptex->name, "*lava", 5))
Ambient[i] = NoAmbientLava ? -1 : AMBIENT_LAVA;
else if (!Q_strncasecmp (miptex->name, "*04water", 8))
Ambient[i] = NoAmbientWater ? -1 : AMBIENT_WATER;
you can see that slime gets assigned to AMBIENT_WATER, but it seems as though lava will be assigned AMBIENT_LAVA.
the thing is, it doesn't actually do anything.
i looked through fitzquake source code, but i wasn't able to find the spot that starts and stops the looping ambient sounds (wind and water) depending on where you are. does anyone know more about this?
Necros:
#8740 posted by metlslime on 2009/07/01 05:27:43
those four ambients (sky, water, slime, lava) are global sounds that play in the map, and vis calculates the appropriate volume to play each sound for each leafnode.
I don't have the engine source with me at the moment, but there will be client-side code in there that plays those sounds and adjusts the volumes based on the current leafnode.
Decompiling
#8741 posted by madfox on 2009/07/02 22:56:48
I was curious about some old files I have with quiet remarkable capeabilities. Fact is that I often tried to decompile the progs.dat of files with the
qcc.exe -dec
but then I received the error
Error opening defs.qc: No such file or directory (ENOENT)
Is there a way to translate these stuborn files?
Right
#8742 posted by madfox on 2009/07/03 02:06:38
decompiling
Original QCC Can't Decompile
#8743 posted by Lardarse on 2009/07/03 23:49:35
UnQCC ProQCC and FrikDec can.
Well...
#8744 posted by madfox on 2009/07/04 01:57:29
I ment proqcc but my hastiness cropped the text.
I used it to decompile the old Wilbur mod in which I succeeded.
Now I have the flamethrower.qc
Then I spend houres to subverse all the binairies in the Malice progs.dat to get the progs.scr which didn't worked. (of course)
Why did they messed up the progs.dat so bad?
I thought the licencewars nowadays were fairly obsolete?
o^o^o
#8745 posted by Spirit on 2009/07/04 02:09:12
If I recall decompiling progs correctly: Their source code might have been good. But the decompiling cannot restore it in its glory. Thus the results from decompiling are not good.
It's almost like decompiling maps.
On The Other Hand
#8746 posted by madfox on 2009/07/04 02:23:43
I might be violating a GPL licence.
#8747 posted by madfox on 2009/07/04 02:30:42
Normal progs.dat is divided in parts like:
defs.qc blah ai.qc blah world.qc blah etc
Malice progs.dat is divided in parts like:
��☼♫* blah ◙��☺☻ blah ►♫◄�� blah >��#&< blah etc
so the decompiler immediatly stucks on the
can't decompile ��☼♫* part.
I thought to be clever to change these parts in the same text as in the normal quake progs.dat but this didn't worked (of course).
Mf
#8748 posted by ijed on 2009/07/04 06:04:29
And Spike's version? Even if there's not an official it's a cert he has one.
We can't compile RQ without fcqcc for the multi-frame and the other stuff.
Hmm...
#8749 posted by Lardarse on 2009/07/05 19:04:43
I don't know if FTEQCC can decompile. I do know that stuff compiled with it will usually not be able to be decompiled by other things.
MadFox: Yeah. Someone believed that it would make it impossible to decompile if they used a program to scramble the strings that were the filenames of the QuakeC files used to compile it. If you can hex-edit something meaningful into those parts of the file, then you should be able to do it.
Digit Block
#8750 posted by madfox on 2009/07/06 23:45:01
I don't know about Spike's version, where can I get it?
Should I check his site or email?
I tried FTEQCC, with no succes. And as I tried to fill in the hexidecimal parts I'm sure they're reiterated in the folowing hexidicimal part. As I'm not convenient with a binaire interpretator it's almost impossible for me.
Check Site First?
#8751 posted by ijed on 2009/07/07 01:49:30
Items Falling Out Of The Map
#8752 posted by Ron on 2009/07/07 20:22:52
Hello again,
When I started my map in Bengt Jardrup's engine some items are not there. They were there in Dark Places. I use Worldcraft 1.6, by the way. I remember reading about this happening sometimes, but all related internet articles seem unfindable now.
#8753 posted by Spirit on 2009/07/07 20:39:54
You placed them too close to brushes (walls probably). Move them away a few units and it should be fine.
Err
#8754 posted by Spirit on 2009/07/07 20:40:16
Of course walls, you can place stuff on the floor just fine.
Thanks !
#8755 posted by Ron on 2009/07/07 20:47:31
It's gonna be a damned puzzle making it alright though. Strange DP's doesn't mind. I had most of the weapons in cases. Oh well, I'll try something else then ...
Help! No Textures :(
#8756 posted by LTH on 2009/07/08 20:06:15
Hello,
Just cracked open WC3.3 (+QuakeAdapter) to start mapping again. When I compile & run my map, none of the textures appear in-game. Anyone had this before? Anyone got any ideas?
Ta :)
#8757 posted by JneeraZ on 2009/07/08 20:23:44
That generally means that QBSP can't find the WAD files during compilation. There should be a message about it in the compiler output.
Do You See Them In Editor?
#8758 posted by ijed on 2009/07/08 20:36:13
#8759 posted by ijed on 2009/07/08 20:38:02
No good advice, but if they're in editor you should be good. As Willem says check the compile window for errors, and your paths in the editor setup.
And make sure to use AguirRe's tools, although I think Baker packaged them inside the adapter.
Nt
#8760 posted by LTH on 2009/07/08 22:52:52
Thanks, Willem - that's it: "WARNING: No valid wadfiles in worldmodel" from qbsp.
How can I get qbsp to find the right wads?
(I'm on Vista, which might be part of the problem.)
#8751 Ijed
#8761 posted by madfox on 2009/07/08 23:10:41
spike's version, right
and where can I find his site?
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