Non-power-of-two Images
#9632 posted by metlslime on 2010/04/01 23:28:35
GLQuake
resamples all of them using a crappy "nearest pixel" filter. The result is that you see specific rows or columns of pixels being repeated. Spirit's screenshot shows this, you can see what looks like columns of double-wide pixels but actually that's just two columns with the same exact pixel colors.
Fitzquake
1. hud/menu graphics, model skins, and sprite frames: images are padded with empty pixels to make them powers of two, and texture coordinates are modified so you only see the actual artwork part of the image. This means they look as good as power-of-two textures, since there is no resampling or distortion.
2. world textures: since they have to be able to tile, these textures can't be padded, so they are resampled using bilinear sampling to be a power-of-two size. This still degrades the image somewhat, but looks better than glquake's resampling.
Aguirre's glquake
Aguirre does bilinear resampling, similar to fitzquake, but for all images. So menu/hud/skins/sprites are also somewhat degraded, but not as bad as glquake.
Other engines
not sure, i haven't researched other engines.
Bug?
#9633 posted by Mathuzzz on 2010/04/02 10:41:05
Hello there, I was making some maps for Quake and Hexen 2, but in one of my maps, in some places when I crouch I fall through the floor and keep falling. I tried everything...Anybody here experienced such thing? I�m using Unofficial Quake engine(UQE).
ATI FINALLY Fixes Their Drivers
#9634 posted by JneeraZ on 2010/04/02 13:43:46
I was fooling around with my new machine trying to get Hammer to work. The same shit was happening again with the selection bug in the 3D view. I couldn't believe it. REALLY?! Still?
But, if you install the latest Catalyst drivers from the ATI site the bug goes away! So if you're an ATI user who has been wanting to use Hammer, you're all clear! It finally works.
#9635 posted by Trinca on 2010/04/02 17:13:36
Mathuzzz some times when we rotate textures and objects some of then give some weardo leaks is that the case?
#9636 posted by necros on 2010/04/02 20:14:47
you can't crouch in quake..? are you using a mod? it's possible it's a bug in the mod or something.
#9637 posted by Mathuzzz on 2010/04/02 21:40:08
Actually it happenes in Hexen, where you can crouch.
Trinca, yes I made some texture scaling/manipulating there, but when I deleted all those brushes, the problem remained.
Is The Ground Underneath
#9638 posted by ijed on 2010/04/02 22:09:14
Made of wedges?
It could be an off-grid collision bug.
I Mean
#9639 posted by ijed on 2010/04/02 22:10:16
If there's complicated brushwork for the walls / floor that's not on the grid it can cause hull issues - the player being able to move outside hull0.
#9640 posted by Mathuzzz on 2010/04/03 11:33:08
OK, so I found out that there were some complicated brushes, it took me the whole day to trace them. It is really a pain to make a little realistic and complicated outdoor place there with Quark.
Solutions:
#9641 posted by ijed on 2010/04/03 13:59:26
For complicated stuff you can make it a .mdl - but chances are you don't have the software, knowhow or that Hexen doesn't support placement of .mdls and would have to be coded in (I haven't made anything in it).
If you can place .mdl then you can also place .bsp. This is something I've been experimenting with recently and having good results.
You'll probably need to code it into the game though, or ask someone to do it for you. I do have a piece of code that will do it, but I don't know how compatible it will be with Hexen, and it's not finished yet either - doesn't have collision.
#9642 posted by JneeraZ on 2010/04/03 14:09:12
OK ... so which light compiler is the one to use on Windows these days? I'd like something with sunlight and colored lighting support...
AFAIK
#9643 posted by ijed on 2010/04/03 14:29:33
Tyrann's - sorry no link.
But its very limited compared to AguirRe's (which doesn't have coloured light) in that it only supports so many light entities so big maps aren't feasible.
I think one of Spirit's bounties is to add coloured light support to AguirRe's tools.
#9644 posted by RickyT33 on 2010/04/03 14:39:06
Tyrlite 0.99e
You are allowed 1 sun, unlike AguirRe's tool which lets you have more than one sun.
As for the entity limit, someone posted a link to a hacked version that was made on my request (!) but I havent had a chance to use yet :O
I forget where it was too
#9645 posted by JneeraZ on 2010/04/04 16:10:47
OK ... am I missing this feature? Does Worldcraft/Hammer have a quick way to automatically link up entities via target/targetname? It must, right? I don't have to manually label them all, do I?
Yes
#9646 posted by ijed on 2010/04/04 16:57:54
Though there's copy paste.
#9647 posted by JneeraZ on 2010/04/04 17:03:06
Really? Huh. I thought that was a standard feature in Quake based editors these days.
Hammer
#9648 posted by Zwiffle on 2010/04/04 17:07:56
Is very cumbersome in many ways. In modern hammer (Source hammer) you can auto-complete a lot of the names if you have already named your entities, which is alright, but no shortcuts afaik for targeting those entities. Not sure about HL1 hammer.
It Has The
#9649 posted by RickyT33 on 2010/04/04 18:07:53
ability to have one field open in the enitity window and select point entities in the 2D biew in the background without having to shut the dialogue down.
Dont use it Willem.
I Find Entity Report
#9650 posted by ijed on 2010/04/04 18:32:01
Very useful, though it doesn't provide you any sort of graphical representation, like a trigger tree or anything.
Heh
#9651 posted by necros on 2010/04/04 20:53:48
i can't stand the auto targetting stuff. i used it a bit in doom3edit but when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
i guess it's just one of my weird things that i do, but i prefer to spend an extra second to name my entity 'mainRoom_bigDoor2_left' than 't44'. :P
Auto Targetting
#9652 posted by Mike Woodham on 2010/04/04 21:23:31
BspEditor allows you to highlight your trigger and then CTRL/left-click your target to auto complete, but like necros, I prefer to give myself (er, my map elements) meaningful target names.
#9653 posted by necros on 2010/04/04 22:23:41
i should mention that doom3edit does the auto targeting right at least. i learnt later than if you name your targeted entity first, then autotarget a trigger at it, it will assign a 'target' key that matches the targetname (instead of rewriting)
Doh...
#9654 posted by Mike Woodham on 2010/04/04 22:38:58
So it does in BspEditor. Well, you live and learn.
#9655 posted by gb on 2010/04/05 00:35:54
when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
Very annoying when you're trying to remake them. Not having to deal with that was a welcome side effect of finally (re)starting from scratch.
#9656 posted by JneeraZ on 2010/04/05 01:31:52
In just grew up used to it I guess since id had it in their editor and then QERadiant continued with the feature. I assumed it was a staple which is why I added it to ToeTag!
The only place it's going to be a hassle is when doing, say, a metal map where you have tons of spotlights to set up. Blah... Although maybe targeting an info_null isn't necessary anymore as I saw something in the light docs about giving a regular light an angle...
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