Maybe A Shader Question
#961 posted by pushplay on 2004/01/16 11:48:24
What do I need to do in Quake 3 so that arcitecture won't show up behind skybox brushes. There's a small part of an adjacent roof you can see through the sky in one of my maps, which is culled from some angles but not others and looks generally weird.
Err
#962 posted by R.P.G. on 2004/01/16 12:24:08
Well if the surfaces you're seeing aren't ever visible by the player, you could caulk them. Otherwise, there's not much you can do.
I don't know how it works technically, but basically the skybox is drawn behind everything in the visibility table. So if VIS does not block Room A from being viewed in Room B, trying to hide Room A with a skybox won't work. This problem was evident in Quake 2 as well (load base1 and noclip to the top of the outside room; you'll be able to see the inside parts of adjacent rooms through the skybox).
The only real thing you can do is use areaportals and hint brushes to optimize VIS, or change the architecture so there's nothing to see behind the skybox (which is not what you want, surely).
I hope that made sense. If not, I defer to metlslime.
Pushplay:
#963 posted by metlslime on 2004/01/16 14:08:24
solution: build spatially coherent maps.
if there's a room up there, wouldn't you see the outside of the building? So build that.
Hmmmm
#964 posted by pushplay on 2004/01/16 14:35:04
Well it's just a small corner that you see. Technically you should be able to see something but it doesn't 'feel' like you should be able to. I could build an outside and make it look intersting. That would mean sealing some of the rooms in a box, isn't that what everyone makes fun of?
If It's Just A Corner...
#965 posted by metlslime on 2004/01/16 15:47:22
try simply raising the brushes a little to block it, or adding new ones to build it up a little.
Pushplay:
#966 posted by glassman on 2004/01/17 07:32:45
There is a hint trick you can do that can sometimes fix that. Spog did a hint example map which you should be able to find somewhere that shows how. Its a matter of tricking vis to think that the area behind the sky can't be seen.
Glassman
#967 posted by pushplay on 2004/01/17 13:31:50
That would be perfect, thanks. I couldn't find it with google but I'll bother spog about it when I see him.
Pushplay
#968 posted by glassman on 2004/01/17 18:50:14
you can d/l the map files here
www.glassman.mistral.co.uk/spog_hints.zip
Hmm
#969 posted by glassman on 2004/01/17 18:51:27
.../spog_hints.zip
Clickable!
#970 posted by - on 2004/01/17 21:09:46
There Is Such A Pack!
#971 posted by pushplay on 2004/01/17 22:13:49
Spog said there wasn't. He gave me a very nice explanation about hint brushes though.
Bsp2prt Utility
#972 posted by aguirRe on 2004/01/19 09:28:22
Does anyone know if the source code is available somewhere?
That Stunning Allocate_hunc Error
#973 posted by madfox on 2004/01/20 12:23:39
Quake1 map, which had a big content.(1.7Mb)
I have changed the textures count to its limits.
Than deleted several brushes.
Now I have a map of 1426kb, but it gets stuck!
Don't know what it is, under DOS there is no problem. But this Win98 won't play my map.
Is there a solution? possible?
Hunk_Alloc: Failed
#974 posted by aguirRe on 2004/01/20 13:57:53
You may need to allocate more memory for the engine by adding the command line option "-winmem 16" (DOSQuake) or "-heapsize 32768" (all other engines).
Thanks
#975 posted by madfox on 2004/01/20 15:34:33
Didn't knew one could make the string longer.
Now it works with
quake.exe -winmem 16 -game aband +map start
Great!
Editor Window
#976 posted by GibFest on 2004/01/20 17:27:31
In the 3d section of worldcraft a texture that Ive place on an angle appears straight but when the map is loaded its turned back in the other direction, however if I change it so it looks wrong in wc it actually looks right in game, is there anyway around this or do I just put up with it?
Also I have this concrete section where it uses a tex called divider1b on the top then a seperate brush using divider tex on it but when in game it uses divider1b over both brush (they are touching if that makes a difference).
Editor Widow
#977 posted by czg on 2004/01/20 17:32:10
Your qbsp prog should have a command line switch like -useoldaxis, -alternateaxis or something similar. Check the readme.
Using this switch when compiling should fix the problem.
Oh, You Had Two Questions...
#978 posted by czg on 2004/01/20 17:40:29
Answer to second one:
This is a bug in WorldCraft.
If you've got a texture called divider, and another one called divider1b, if you apply the divider1b texture first, and then try to apply the divider texture, WC won't properly overwrite the string that stores the texture name, so it still reads the texture as divider1b.
A hack way to overcome this problem is to first change the texture into something completely different, (like wizmet1_2,) and then applying the divider texture.
The proper way to solve it, (besides haxx0ring WC or using GTKR instead,) is to rename the divider texture in the wad so it's named dividera1</y> or something like that.
You should make sure that there are no texture names in your wads that are such that you get another valid texture name if you append some more letters to it.
Right, No Underline
#979 posted by czg on 2004/01/20 17:42:11
dividera1 then...
Eh?
#980 posted by xen on 2004/01/21 07:12:49
dividera1
Bah.
#981 posted by xen on 2004/01/21 07:13:21
Just checking since you closed the tags wrong.
You Could Also Have RTFM
#982 posted by czg on 2004/01/21 12:02:52
http://www.celephais.net/board/site.php
Though, I didn't do that either, so I guess you're clear.
Help
#983 posted by leviathan on 2004/01/21 12:54:28
Working on a map with terrain. I used vertex manipulation, and there were no errors, according to "check for problems".
However, when i compiled, i got a large amount of brush with duplicate plane errors, and when i play the map there are rocks where there are not supposed to be rocks.
Is there an easy way to fix this error?
Can Only Guess...
#984 posted by xen on 2004/01/21 13:02:24
Importing the .map file back into your editor will show up the dodgy brushes & you can fix them.
I'm guessing you're using WC... the 'check for problems' is normally only useful for missing textures, mismatched targets or unrecognised entities etc.
ANSWER QUICK!
#985 posted by czg on 2004/01/21 14:13:57
I would like to know for sure if qbsp for q1 starts the same way as q3map does, with splitting the map along each, uh, axial plane before splitting by the rest of the geometry.
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