Spotlight Angles
#9657 posted by rj on 2010/04/05 02:03:14
have been pretty standard in most light apps for the past ~10 years or so!
In Quake Anyway
#9658 posted by rj on 2010/04/05 02:04:27
(not sure on hindsight whether you were actually talking about it)
I Think You Can Give Any Light An Angle...?
#9659 posted by grahf on 2010/04/05 08:56:09
and yeah, the key is 'pitch yaw 0'
(zero is placeholder, because rotating a conical light source doesnt really do anything)
#9660 posted by JneeraZ on 2010/04/05 14:00:34
"have been pretty standard in most light apps for the past ~10 years or so!"
Well, I've been out of the mainstream Quake editing world for over 10 years so ... new to me! :)
#9661 posted by rj on 2010/04/05 14:08:56
which light app are you using?
i'd recommend the one here if you aren't already using it: http://user.tninet.se/~xir870k/ (bundled with rvis)
#9662 posted by RaVeN on 2010/04/05 17:55:18
Darkplaces uses gl non power of two extension
RaVeN:
#9663 posted by metlslime on 2010/04/05 21:59:49
Ah, that figures. Since my card doesn't have it, it doesn't look very good for me :)
Sound
#9664 posted by madfox on 2010/04/07 06:28:49
I have a trigger_once, that triggers four teleporter monsters.
I made all teleporters silent.
I want to use this trigger silent, but the options show
1 secret
2 beepbeep
3 largeswitch
and 4.
I may be a nooblib, but should I fill in silent?
#9665 posted by necros on 2010/04/07 06:40:18
just leave 'sounds' set to 0 to be silent. (this is the default behaviour).
Button Textures!
#9666 posted by necros on 2010/04/09 03:55:57
anyone know of some good button textures? i'm looking for something that would fit in a quake medieval/metal theme.
tired of the metal Q button, copper pentagram and red dagger on sunburst buttons. :P
Necros
#9667 posted by negke on 2010/04/11 13:31:58
Knave cross button. Daikatana episode 3 buttons/tiles. One of the red rune tiles in metal.wad. Some distinct square metal panel with an interesting brush frame. Existing button texture remixed and rearranged with mirror/rotate.
Okay
#9668 posted by Drew on 2010/04/11 19:21:35
so I disabled UAC in order to allow for texture usage.
Now all of my rmf files are gone. And my Quoth game mode was gone from WC. wtf? I still have some of my .map files, but of course the textures are all fucked.
sucks.
#9669 posted by ijed on 2010/04/12 03:55:19
That sounds funky. Has someone else been using your machine?
It's just a security option, not a 'bin my stuff' option... although it is Windows.
AFAIK the .map format should retain the texture alignment as well since it's a modified form with a load of extra detail written in.
Yeah
#9670 posted by Drew on 2010/04/12 04:09:44
I'm pretty confused regarding that situation - I rebooted, and then my files were gone. Maybe I'm being a retard - I'm NOT much of a computer dude, like most people on func.
I'll keep poking around, but it was mostly crap scraps anyway, not too much of worth - just one or two files which were at all important to me.
I never had issues with alignment in .map files until when I was making sm 160 - RT23 gave me some tips on it earlier in the thread.
Is it a WC 3.3 issue only?
Its An "improvement"
#9671 posted by RickyT33 on 2010/04/12 14:30:09
Just remember to save to .rmf format and you cant go wrong :)
Vorelings
#9672 posted by Mike Woodham on 2010/04/12 15:15:19
I am not sure where the code comes (it was released some time ago) from but in the verion I have, they don't cling to the ceiling. Is there a flag to set in the editor?
Anyone know?
Mike
#9673 posted by spy on 2010/04/12 15:24:27
from the quoth mapping tutorial
Vorelings can be made to begin in a map hanging from a ceiling so that they can drop down on unsuspecting players. To do this, place the monster below a ceiling and set the key/value "dangle" "1"
http://kell.quaddicted.com/quoth/quoth_tutorial.html#voreling
Spy
#9674 posted by Mike Woodham on 2010/04/12 20:13:44
Thanks
#9675 posted by necros on 2010/04/14 03:55:46
does zipping a map file create micro leaks/brush misalignments?
dug a map out of a backup archive and there seem to be way more 1 unit misalignments than i remember.
I Hope You Are Joking
#9676 posted by Spirit on 2010/04/14 06:48:00
zip is lossless
#9677 posted by necros on 2010/04/14 07:48:41
heh, i dunno. it was the only thing i could think of. i could have swore i repaired the errors after making the backup, and it seemed like there were about 10x as many this time around. :P
#9678 posted by JneeraZ on 2010/04/14 15:15:58
Which editor? If it stores the planes in the MAP file as floats, it might be floating point creep.
#9679 posted by necros on 2010/04/14 20:13:24
it is floating point creep.
i was trying to figure out how to get aguirre's convmap to correct the inaccuracies (that's what it was originally coded for), but i couldn't. :S
#9680 posted by necros on 2010/04/14 20:14:54
that's what it was originally coded for
that's what it was originally used for (by me).
i used it to correct floating point inaccuracy when i was mapping with quark407 way back.
Marksurfaces...
#9681 posted by metlslime on 2010/04/15 11:28:56
This is my first time working on a map that pushes the marksurfaces limit, so i'm learning what exactly that limit means.
1. Other people have said "sometimes you can exceed it a little bit and it's okay". I just now confirmed that this is true, i have a map that doesn't crash win/glquake with 32806 marksurfaces.
2. I used to think that brush entities didn't add marksurfaces, but i just found that adding a func_wall increased my count. So they do.
3. GLQuake doesn't use marksurfaces at all when rendering brush entities, only uses them on world rendering. I wonder about winquake....
THEORY: you will crash only if the world itself has more than 32767 marksurfaces. If it has less, and only adding the brush entity marksurfaces pushes you over the limit, then you're okay.
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