Running Out Of Models Fast
#8866 posted by
mechtech on 2012/12/08 18:01:07
http://www.wemakemaps.com/
Yes I see. Teleporter needs to be removed from use. The website I believe to be legit. I will remove models that do not give specific permission to reuse.
BTW is mm-tech1soc.zip yours?
I appreciate the advice from everyone. I will keep on the hunt for usable game content. My hope is we can pool together as much Quake usable game content a possible. A non mod/QC specific SDK of sorts.
#8867 posted by
Spirit on 2012/12/08 18:14:34
See
http://forums.inside3d.com/viewtopic.php?p=47429#p47429
I would stay away from those. The guy is either ignorant or a crook; dangerous in any way.
Preach:
#8869 posted by
metlslime on 2012/12/08 22:02:25
it may not be on the web right now, I'll have to go home and check.
On Upcoming Models
#8870 posted by
Preach on 2012/12/08 22:39:54
I'm hoping to have a new mapmodel up on my site by the end of tonight. I've also got a preview of a
different work-in-progress model
http://tomeofpreach.wordpress.com/?attachment_id=292
#8871 posted by
RickyT33 on 2012/12/09 15:16:26
average leafs visible: 746
max leafs visible: 2464 near (1344 1408 712)
c_chains: 1028526972
visdatasize: 2117 kb compressed from 12259 kb
Elapsed time : 17h 37m
Session time : 110h 33m
State time : 98h 41m
Cheers. Is that an impressive enough time? :E
It Is Considering
#8874 posted by
RickyT33 on 2012/12/09 17:50:17
I was using an i5 2500K, running at stock speeds, on four cores. Imagine how long that would have taken on a P200
#8875 posted by
necros on 2012/12/09 17:55:58
I remember reading an interview with Carmack somewhere and he was saying something along the lines of
yeah, you will be able to compile quake maps, but we have this super special hardware and it still takes 15 minutes so on a regular computer it could take hours
I am very impressed at the scalability of quake tech.
ZQF
#8876 posted by
mechtech on 2012/12/09 18:15:12
Running Fitz 0.85 good news or bad.
The model zqfarrival_lift_meshes.bsp doesn't show.
I did some experimenting using winbspc.exe. I decompiled the map model, created just a plain box to cover the bounding box and deleted all your brushes. The simple box brush has the same error. Next tried r_novis 1 same issue, That should have eliminated vis blocking it. Then I reduced the height, the box shows fine. Maybe 1184 units tall is too much for a bsp model?
#8877 posted by
necros on 2012/12/09 19:19:00
r_novis 1 only disables vis for world geometry, entities are still culled based on vis data, so r_novis 1 would not prevent it from disappearing.
Thanks for the feedback everyone btw plenty of problems to fix coming up.
#8879 posted by
[Kona] on 2012/12/09 21:27:52
I wouldn't be so worried about what is and isn't copyrighted. if some kid in a country on the other side of the world made a model and you used it in your map that all of like 100 people played, do you really think he's going to spend thousands of dollars taking you to court over copyright infringement, especially when they're countries apart? even if he stole it from a commercial game, the odds of them actually giving a shit won't be very high.
most of the maps I released used custom textures from other games, they were all copyrighted.
#8880 posted by
mechtech on 2012/12/09 21:38:21
necros I did not know that. Thanks
So I tried something else
>bspinfo -cutvislight
After removing vis info the model does display correctly.
Lie Sense
#8881 posted by
madfox on 2012/12/10 04:26:01
I don't care for copyright either, but being an artist I must admit a small addon, like a nick in a readme for the hard earned (!) contribute offered, isn't too much to ask.
#8883 posted by
mechtech on 2012/12/12 23:08:15
---- WVis 2.31 ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
File: build.bsp
16657389567856 portalleafs
4958568994670780758078 numportals
State file out of date, will be overwritten
testlevel = 4
Using 2 threads.
average leafs visible: 784367785687568
max leafs visible: 132756784568978776 near (2864 -192 -2544), 1/2
c_chains: 195876876867847686
visdatasize: 3068784768768468 compressed from 56856873486
Elapsed time : FOREVER
Argh!
#8884 posted by
madfox on 2012/12/13 02:02:29
That's no map.
That's a city!
ZQF Holy Crap
#8885 posted by
Fern on 2012/12/13 04:35:22
and I thought *I* was trying to break the compiler.
Bring Out Your Dead
#8886 posted by
mechtech on 2012/12/14 04:09:47
Awesome!
#8887 posted by Tronyn on 2012/12/14 17:17:34
"But I'm not dead yet..!"
#8888 posted by
necros on 2012/12/14 19:24:44
Wow, that actually looks really really good in-game!
nice job on that, now someone needs to implement it!
Map- Map Models Again
#8889 posted by
mechtech on 2012/12/15 21:04:57
I went through my last attempt at a display map for models. I've removed models that restrict use. Included the creators readme files. Included the source image files to help in reskinning if needed. Included the source md2, obj, md3 files. Use Quoth mod.
http://www.mediafire.com/download.php?ama9i3i35pk16c2
Func_rotate_train With Madfox Engine
#8890 posted by
mechtech on 2012/12/17 05:24:27