Weird Format
#9737 posted by Preach on 2010/04/22 21:13:58
Some tools do accept hammer map format and produce a quake 1 map, but I'd agree with everyone about the space in the texture name.
Yes
#9738 posted by ijed on 2010/04/22 23:37:49
Those numbers are the extended texture format, and the compiler has no problem with them. Most quake map editors can't open maps with this extension, but if you're using the editor it was created by (WC3.3) then you'll have no problem.
Space in texture name sounds like the culprit...
Iris Doors
#9739 posted by ijed on 2010/04/23 00:23:03
How do they work?
Rotating? If so, screw it :)
I've seen them in Quake but can't remember where...
Bah
#9740 posted by ijed on 2010/04/23 00:25:31
Looks like it does work by rotating objects. Has anyone seen a non-rotating version?
Iris
#9741 posted by Preach on 2010/04/23 00:49:24
I wonder if you can cheat. If you had two pairs of doors, one opening vertically and the other opening horizontally directly behind them, you'd end up with a square hole as you opened them. If you extended this idea to four pairs (and presumably made the doors fairly thin) you could make an octagon which might look quite iris like.
Yeah
#9742 posted by ijed on 2010/04/23 01:01:46
that's kind of what I was thinking...
Will post any experiments that work.
Iris Doors...
#9743 posted by metlslime on 2010/04/23 02:33:00
don't need rotating, each slice just moves in a straight line. I think one of the IKBlue levels has this.
That Sound About Right
#9744 posted by ijed on 2010/04/23 02:59:53
With pie slice floor texture.
I think it can't work vertically though, only horizontally.
Iris Example
#9745 posted by madfox on 2010/04/23 05:52:44
And For Not QOOLE Users
#9746 posted by madfox on 2010/04/23 07:31:14
Re 9743
#9747 posted by necros on 2010/04/23 07:32:36
that's not a real iris though. a true iris has pie shapes that rotate outwards.
http://www.youtube.com/watch?v=rskukxKo5UI
but yeah, what preach said works pretty good and looks really cool when opening and has the benefit of working as a vertical door. a lot of sci fi use doors like that.
Sweet
#9748 posted by Tronyn on 2010/04/23 09:21:39
yeah you guys were right, it was just the spaces in the texture names. Awesome now I can finish these maps. Yay! Now here's the situation I'm in. I'm using the Nexiuz textures, the originals are 2x the size of the recent Q1 conversion ones, so I want to keep with the originals since otherwise my texturing will be messed up everywhere. I guess my question is, what would be the best way to replace the spaces in the names of the textures in the original wads with _'s, or, is there a Nexiuz texture wad available for Quake with all the textures in the original sizes?
#9749 posted by necros on 2010/04/23 10:03:00
just run them through irfanview to shrink them, it's free :)
Search/replace
#9750 posted by negke on 2010/04/23 21:40:11
Wordpad. Or, if the map file is too large for it, a text editor like Notepad++ for example.
All Your Bases Are Belong To Notepad++
#9751 posted by ijed on 2010/04/24 14:02:08
Alright
#9752 posted by Tronyn on 2010/04/25 05:26:48
fixed the texture names, now I just need to convert (some of) the original nexiuz textures to the Q1 palette in their original sizes. What's the best program to do this?
Or
#9753 posted by Tronyn on 2010/04/25 08:55:58
if anyone wants to do me the favour of converting these textures you'll be rewarded with a couple new Q1SPs, heh.
Texture Conversion Tool
#9754 posted by negke on 2010/04/25 09:37:00
TY
#9755 posted by Tronyn on 2010/04/25 16:08:38
now go invent some other weird creepy sneaky Q1SP stuff :)
Weird Question
#9756 posted by necros on 2010/04/25 20:13:27
what is the formula to calculate the maximum distance a sound can be heard?
i don't think volume plays any part in it, just attenuation.
i have some looping sounds that may start when the player is beyond hearing range. if this happens, the engine doesn't register the sound as playing so i need to continuously check if the player is entering hearing range, but the check is done on multiple types of entities with different attenuation values, so i can't just use a flat range.
You're
#9757 posted by ijed on 2010/04/26 00:52:11
On a higher level than me. But from that question my advice would be change engine.
#9758 posted by gb on 2010/04/27 14:41:07
ask LordHavoc, Spike, mh or metlslime?
The problem where Quake stops playing sounds when the player is out of range (and continues them weirdly when he returns), is, er, a problem.
#9759 posted by gb on 2010/04/27 14:41:55
whoah, we made a good show here.
#9760 posted by metlslime on 2010/04/27 19:40:32
what is the formula to calculate the maximum distance a sound can be heard?
I never figured this out, in the end i just experimented with different distances until i found one that seemed right.
#9761 posted by necros on 2010/04/27 19:51:30
i asked on inside3d, so we'll see. :)
i just experimented with different distances
i would do that if it was only one sound, but i will have multiple sounds at multiple attenuations, and it would be unlikely that i could guesstimate all differences accurately.
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