#9044 posted by negke on 2009/08/31 10:11:50
Willem: Hm, I see. Don't want to cause you any trouble of course. I just want to finally get this thing out for good (and as soon as possible, not only in October). Maybe you could at least let it run during a lunch break for an hour or so to see how much progress it makes? I would then continue from there.
Spirit: Indeed, but I don't like the idea of leaving the computer on for such a long time when I'm not around.
#9045 posted by JneeraZ on 2009/08/31 13:42:35
negke
Sure, email it to me or put it up somewhere I can download it. I'll run it overnight or something if you want...
Excellent
#9046 posted by negke on 2009/08/31 15:18:49
#9047 posted by necros on 2009/09/04 20:02:09
if anyone is still interested, my solution to my problem above with long vis times was simply to remove all the terrain into a seperate map. that map will only get a quick vis, leaving the left-overs of the original to get a full vis (which only took 20 hours vs 700-1200~, lol).
#9048 posted by JneeraZ on 2009/09/04 20:07:56
What does that mean? Can you have separate maps like that for release, or is this just a way to let you iterate without killing yourself?
Necros
#9049 posted by JPL on 2009/09/04 20:15:16
I am confused about what you said.. Is it really possible to fastvis only one part of a map, and then fullvis the rest of the same map ? How do you do that ?
Do You Mean
#9050 posted by ijed on 2009/09/04 20:37:32
Having a .bsp placed in the map as a model?
#9051 posted by necros on 2009/09/04 20:43:04
sorry for the confusion, i just meant that i split the map up. the first portion has enough terrain to connect the interior areas, but i reworked gameplay such that the majority of the terrain could be removed and placed in a seperate map to be played linearily after the first.
terrain seems to be a serious vis killer. all those odd angles and varied planes really fucks the BSP process up resulting in thousands of extra portals or whatever. since the terrain section is mostly wide open anyway, and vising would have limited to no effect, that map will just be fast-vised.
Otoh
#9052 posted by necros on 2009/09/04 20:44:37
i would be incredibly bad-ass if you could, for example, modify qbsp so that if you cover an area with a 'fastvis' textured brush, any portals (or whatever they are) that are touching that brush are ignored in the full-vis process. :P
Well
#9053 posted by ijed on 2009/09/04 20:56:09
Maybe placing bsp's as entities could work. How it'd not get screwed by vis (flickering entities) would probably depend on dividing it up into chunks with some trial and error though.
#9054 posted by necros on 2009/09/04 21:54:19
lighting something like that would be a nightmare though. :S
#9055 posted by Spirit on 2009/09/05 00:17:20
depends on the engine i guess. with a shiny swiss army tool like darkplaces it should work fine. for some fun copy some map to progs/player.mdl and do chase_active 1 plus chase_back 3000 (or something like that). a piece of cake for dp.
proper lighting (for the "external" objects "in" the terrain map) would hard though,yeah
Add New Weapon
#9056 posted by madfox on 2009/09/05 19:27:57
Where can I find a suitable add new weapon qc?
I searched at Inside3D but all there is are modified already ingame weapons.
Tutorial
#9057 posted by Preach on 2009/09/05 19:47:53
It's just a matter of finding the right tutorial:
http://www.inside3d.com/showtutorial.php?id=60
This one is about adding new weapons. You do have to pay attention to some of the slight cheats they have to use. One is that rather than setting up a new key to press for the weapon, they make it so that pressing 2 twice brings it up. They also don't make a new entity in the map for it, which is something I expect you'd do if you're making a custom map.
Random
#9058 posted by Spirit on 2009/09/05 23:46:33
Building http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qeu03.zip on modern Linux is easy, just remove the lines containing the del and coff2exe references.
And now I'll continue the search for a commandline mip2saneimageformat tool. Could not get MIP2BMP.EXE from http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qmaphack11.zip to work with Dosbox.
#9059 posted by Spirit on 2009/09/06 00:22:26
Niels Froehling's QuakeTools-library would be an epiphany but compiling is just not possible without a tremendous amount of work I guess. http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qtools0.3-src.zip
Found
#9060 posted by madfox on 2009/09/06 04:19:03
the right tutorial indeed, but after covering all errors I just keep
drawing 2 untill I too error.
Seems as if replacing v_shot.mdl is an easier way for testing.
Strange to conclude these tuts are so wicked in error messages.
Although they added my EathQuake.
My New Mapping Technique Is Unstoppable
#9061 posted by necros on 2009/09/08 21:29:29
i've been trying something new. essentially, working only from the top view, i'll drag out brushes 32 units high of varying width and length creating floors. i create a significant portion of the map at a time in this manner and i specifically try *not* to pay much attention to the size of those floors, other than keeping them on a 32x32 grid for texture alignment purposes.
i'll make the decision that, say, a generic hallway is 192 units wide, but everything else goes. a room can be any dimension (and any combination of brushes to create the final shape).
after doing this, in a side view, i'll semi-randomly move connected sections of floor up or down up to 256 units (in either direction).
this can lead to some pretty weird and convoluted shapes with that sort of 'tumor growth' mapping look.
I'm Not Sure I Get It.
#9062 posted by grahf on 2009/09/09 07:30:39
pics to demonstrate, please?
GTKRadiant Not Finding Quake 1 Textures
#9063 posted by arrrgh on 2009/09/13 08:16:05
I just installed GTKRadiant to try some Quake editing, and I set up the paths all right, but it won't load any textures other than the SHADER NOT FOUND one. When I look in the console it says:
Texture load failed: "textures/"
Any hints on what could be going wrong?
What Version Of GTKRadiant?
#9064 posted by Jago on 2009/09/13 14:32:32
In the latest version of GTKR 1.5, I just put the .WAD files in C:\Games\Quake\id1 and point the editor to C:\Games\Quake for the game engine path.
How To Extract?
#9065 posted by arrrgh on 2009/09/14 09:33:09
How do I extract the WADS from the PAKS? I've tried several programs but I can't see any .wad files anywhere...
#9066 posted by metlslime on 2009/09/14 09:59:13
the wads aren't in the pak files at all, but you can get the textures from the individual BSP files.
But you can also get the wads here: http://www.quaddicted.com/wads/ (look for "quakewad" i think")
Yay!
#9067 posted by arrrgh on 2009/09/14 10:19:54
Downloaded the quakewad file and put it in id1... Now works perfectly! Thanks! Although you need to rename the quake101.wad to quake1.wad.
How Are You Guys Lighting Your Quake Levels?
#9068 posted by Rick on 2009/09/18 07:34:14
What light program and command line options? How many light entities? (relative to the number of brushes maybe, just to give perspective). Do you use minlight or skylight or both? How long does it take to run the light part of compiling the level.
I'm real curious about this cause I read a post where Than said the Plumbers Carry Shotguns level took about 25 seconds to light, and my current map is taking almost 10 mins for a high quality pass. There were 2758 brushes and 16621 faces at the time of this run:
----- Light 1.43 ---- Modified by Bengt Jardrup
Extra 4x4 sampling enabled
Soft light 3 enabled
Soft distance 16 set
File: c:\quake\id1\maps\wish16.bsp
Using minlight value 15 from worldspawn
1079 entities read, 625 are lights, 13879 faces, 3.9G casts
4 switchable light styles
lightdatasize: 467 kb
Elapsed time : 9:58
|