@damage_inc
I am guessing but I think ericw is trying a sneaky way to get prefabs added to Trenchbroom someday. SleepWalkR has resisted adding them to the editor for his own reasons and this is a work around that could be added to any editor in theory. I assume with very little work.
Again I am guessing... or day dreaming. I copy and paste just fine using TB2 but it would be nice to treat the prefab as a group without having to define it as a group. I dunno. Maybe I am just missing something here myself.
@me
duh... what muk said: that too!!
#907 posted by ericw on 2017/08/29 03:24:00
One of the advantages of it if you're stuck with vanilla .map format is, you can rotate the prefabs at weird angles that would normally require valve map format to keep texture alignment, and the texture alignment will not get messed up.
along the same lines, you can map something complex in the prefab file, keeping it on-grid, then rotate the instance off grid, then go back and make further edits to the on-grid prefab file.
Thanks Guys
#908 posted by damage_inc on 2017/08/29 03:30:25
I knew I just had to missing something. Seems it was alot of somethings!
@ericw : "_mirrorinside 1"
#909 posted by damage_inc on 2017/08/30 21:47:08
When you mentioned you added this did that means it's already in the binaries for use/download?
#910 posted by ericw on 2017/08/30 22:00:54
I didn't do a new release yet, but there are dev build binaries here that have it (click on x64 or x86, then go to the "artifacts" tab). Only gave it a quick testing but it seemed to work fine.
Oh Cool...
#911 posted by damage_inc on 2017/08/30 22:20:14
Muchas gracias :)
Ummm, Actually...
#912 posted by damage_inc on 2017/08/31 04:24:02
With DarkPlaces I have no z-fighting with "_mirrorinside 1" set, everything looks fine.
But with Quakespasm there is z-fighting, from both the outside looking in and on the inside.
Was I supposed to make sure the brush doesn't touch other brushes?
Hm..
#913 posted by ericw on 2017/08/31 04:34:16
I think you need to make all of the faces "skip" except for the water surface. Qbsp doesn't clip bmodel faces against the world, so that's the cause of the z-fighting.
(in the past you had to use "*waterskip" as the skip texture for water brushes, or you'd get "Mixed content" errors, but with my qbsp you can just use regular "skip")
*waterskip Not Necessary??
#914 posted by Qmaster on 2017/08/31 04:41:02
Is this the same for *lavaskip?
Yep
#915 posted by ericw on 2017/08/31 04:50:59
you can just use skip
Ah, Got It.
#916 posted by damage_inc on 2017/08/31 04:56:38
But another question, hehe... sorry :(
I think this is a side effect/limitation of the QCat play here, but items or brushwork inside the "water" don't have, hrmm how to say this... correct perspective? Does that make sense. They just look strange.
I've seen this before but can't remember what it was.
#917 posted by ericw on 2017/08/31 05:23:33
I think it's a limitation of the QC; if you run it in an engine that has the swirl effect underwater like winquake, you don't get that with func_water, you only get the screen tint. I dunno if func_water is messing with the fov cvar or something?
#918 posted by Spike on 2017/08/31 09:07:41
more of an engine limitation in that the vanilla engine doesn't bother to check submodels for pointcontents, both in the physics+qc builtin as well as clientside too.
(you also need a qbsp that doesn't claim water to be solid, along with generating inwards faces.)
one of the ladders mods has something like 3 different glitches relating to said mod's ladders (breaks at certain framerates, leaves players stuck in walls, etc.
so watch out for that.
#919 posted by PRITCHARD on 2017/09/04 14:46:31
Is there any risk in using the 0.15.9 light binary with the rest of the 0.15.10 release? I've posted screenshots on the mapping help thread and github showing my reasons why.
Having all the qbsp improvements from 0.15.10 would be nice, after all... especially the func_detail fixes.
It's Safe
#920 posted by ericw on 2017/09/04 19:13:58
The only problems would be stuff like: func_detail_illusionary will always cast shadows, and func_detail_wall would cause lighting issues if it's covering world geometry.
I would go for it; the func_detail fix in .10 is worth using.
Sorry I haven't fixed this earlier, also noticed some light seams in shib1.bsp that are probably coming from 0.15.10. Fixing the code or reverting the relevant parts will be my priority for the next version!
_minlight Being Ignored?
#921 posted by PRITCHARD on 2017/09/06 05:11:56
Getting Your Christmas Jam On I See
#922 posted by Qmaster on 2017/09/06 05:26:02
That's Messed Up
#923 posted by ericw on 2017/09/06 06:34:22
let check if I can reproduce it
Weird
#924 posted by ericw on 2017/09/06 07:05:24
I couldn't reproduce it. tried both 0.15.9 and 0.15.10's light. Mind uploading a sample to github? Hopefully this should be a quick bug fix.
@ericw
#925 posted by PRITCHARD on 2017/09/06 09:14:08
Emailed you a .map and .bsp/.lit
And yes, this is for the Christmas Jam :3c
Sorry For The OT, But
#926 posted by Mugwump on 2017/09/06 12:17:41
if you look just below your pic in the first link, there's a pretty badass fan art of Vader slaughtering Ewoks.
?
#927 posted by Qmaster on 2017/09/06 20:06:17
Does _mirrorinside 1 not affect {fence textures? It's not working for me. Do I need both light and qbsp, I'm only using the qbsp from version 0.15.10
#928 posted by ericw on 2017/09/06 20:26:30
It's not in 0.15.10, I posted a dev build link in though #910
Should work on fence textures
Hrm
#929 posted by Qmaster on 2017/09/06 20:34:52
Still didn't work.
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