#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State file out of date, will be overwritten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

Angry Ogre
#8891 posted by
mechtech on 2012/12/17 06:08:55

Here's The Ogre Painting:
#8892 posted by
metlslime on 2012/12/17 08:02:15

Noeyes
#8893 posted by
- on 2012/12/17 14:36:19
works in painting... not so much in game I think.

Shamblers Should Have Eyes
#8894 posted by
Preach on 2012/12/17 20:04:47
Yeah, you're probably right. I finished the skin long ago, so I can't remember if I ever tried anything beyond very faint highlights. Paintovers are welcomed! Meanwhile I'll pretend it's an attempt to capture the deathly evil of Rupert Murdoch...
http://www.guardian.co.uk/commentisfree/cartoon/2011/jul/14/cartoon-steve-bell-murdoch-bskyb

Ohhhhh
#8896 posted by
rj on 2012/12/19 08:33:50
that looks fun :D
is e3m2 in there? that's the only one i couldn't spot

Distrans
#8897 posted by
JPL on 2012/12/19 11:38:12
Yet another awesome map to be released, according to the shot :)
Great !!!

Distrans
Is it too late to add the floating platform section from E3M4, except with the trains gliding on lava instead?

Hi...
#8899 posted by
distrans on 2012/12/20 04:33:31
rj: You won't be disappointed
otp: I'll look into it