Grid 1
#9857 posted by gb on 2010/05/20 15:08:57
I use grid 1 quite often for details - building complicated door shapes to exactly match the texture, making buttons that exactly line up with the cutout in the texture. That sort of stuff.
I regularly use grid 2 when making ladders or handrails.
No problems, rarely get any error messages.
Radiant's Translate tool makes sure it all stays on grid.
Thanks
#9858 posted by roblot on 2010/05/20 17:31:34
Didn't know that "wait" "1", I just copy other peoples stuff alot. Trinca you really should send out editor setup info or something. I think it would help. Some people speak other languages, so reading english makes mapping twice as hard. If I had to learn another language, like British or something, I'd never know what I was doing.
Grid
#9859 posted by madfox on 2010/05/20 20:08:14
vis -level4
light -dist 0.7 -range 0.7 -light 15 -extra -soft
ingame light wait 0.3
terrain maps.
I know it sounds weird, but I tried to make a triangular brush that fits exact on the 16 grid.
Normal triangel brushes always go off grid. So I placed the boundary on the 16 point grid and keep hashling the corners untill they fit on the gridpoint.
After forcing this brush to grid I used copies of it to make a large flat surface. Then I raised all the triangles and made them sloping.
By doing so, the centre of the brush gets offgrid again what results in these coarsed lines.
Then it tends to the compiler to show what's the outcome. Sometimes they match fine, sometimes it needs new forcing to grid.
I know this sound rather strange, but I was curious when I saw the original triangular brushes, with their angles of grid.
With good use of light it can be minimized.
That's in Quark6.5 alpha.
#9860 posted by roblot on 2010/05/20 21:34:08
Maybe try this.
1. First set grid. Brushes placed should snap to this grid setting when adjusted.
2. Place all the square or rectangle brushes you need. Oh yea, turn off texture lock!
3. Make the triangles you need out of the squares and rectangles, or slope the square and rectangle brushes as needed.
If the editor does this wrong, then it's giving you a hard time. The BSP editor does much more complex copy, paste, merge, and rotate of multiple brushes really well.
#9861 posted by generic on 2010/05/21 01:02:36
Oh yea, turn off texture lock!
Has MadFox ever turned on texture lock?
I Say It's On
#9862 posted by roblot on 2010/05/21 18:08:10
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure?
#9863 posted by spy on 2010/05/21 18:20:30
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure?
you like an abandon better? :rofl:
Is It A Quark Option?
#9864 posted by madfox on 2010/05/21 20:35:54
I thought it no question as I found no texturelock in Quark6.5
(I might be wrong?).
Also there is no compromise between the two mods, as the first is a project of compagnionship and the other a one man thing.
@roblot- here's a figure. It's a sideway underwater in amount/r2b2.
http://members.home.nl/gimli/amount.jpg
There are a few demo's on modBcom :
http://www.moddb.com/mods/abandon
Nehahra Too...
#9865 posted by roblot on 2010/05/21 22:29:36
Gotta play some more of it sometime also. Must be gaming mood or something. But Travail is much better, and is almost as good as what I'm doing... Ha!
If texture-lock is on and you copy the brush just above the tunnel, then move it to the right, you'll have mis-matched texture tiling as seen in photo(unless that seem falls on the 128 grid). With texture-lock off, your terrain will tile seemless. Unless you want a staggard tile look for a reason.
I know almost nothing about Quark but you say you got alfa? At Quaddicted I've seen beta4 or something. Also, you might have multiple installs of Quark or upgrades that conflict in the configs of the programs? Try complete uninstall, including registry items in Windows(HKEY_LOCAL_MACHINE - SOFTWARE folder), maybe.
What's Better ?
#9866 posted by Ron on 2010/05/22 12:02:34
when you make a room out of a cube, to make it hollow outwards (-) or inwards (+) ?
I would think outwards would be better because the inside of your cube would be lined to the grid. (?)
Repent Sinner, Repent !!
#9867 posted by JPL on 2010/05/22 12:15:51
Never use hollow maker: this is blasphemy !!!
Why Not ?
#9868 posted by Ron on 2010/05/22 12:38:06
Really, I've always used it ...
When You Build A Box..
#9869 posted by rj on 2010/05/22 12:53:25
..with the amount of clipping you then have to do to 'open it up', you're probably no better off than had you laid it down brush by brush
i only use hollow for misc entity boxes out in the void (teleporting monsters, spikeshooters etc)
There Are Good Reasons....
#9870 posted by JPL on 2010/05/22 14:20:10
... not to use Hollow makers: check #1461 and after.... since this time I never used again Hollow maker, believe me: it is safer !!!
Blasphemy !! Heresy !! You'll all burn in Hell !!
#9871 posted by JneeraZ on 2010/05/22 16:08:16
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor.
#9872 posted by rj on 2010/05/22 16:27:30
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor.
i'm not sure how you deduced that from what i wrote?
ron: to answer your question, if you hollow inwards (at least in WC) it should still align to the grid as it goes by the thickness of the walls, so it makes little difference. but it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P ..although it is still useful for throwing testmaps together and the likes
#9873 posted by JneeraZ on 2010/05/22 17:13:08
I don't see how you figured I was replying specifically to you.
#9874 posted by rj on 2010/05/22 18:08:11
because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural?
Rj
#9875 posted by JPL on 2010/05/22 18:27:30
...it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P
I fully concur with you ! Thqt is exactely the point... hats-off...
Rj
#9876 posted by Spirit on 2010/05/22 19:18:39
Willem would have sent you a mail if the reply was for you only. Don't be so selfish and egocentric.
Ok, enough. :-P
#9877 posted by JneeraZ on 2010/05/22 19:45:23
"because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural?"
FFS.
Mindless Pedantry Or A Point To Be Taken?
#9878 posted by rj on 2010/05/22 19:53:02
you decide.
But Back On The Subject Of Mapping Help..
#9879 posted by rj on 2010/05/22 23:51:12
..does anyone have any insight into why all switchable lights would fail when compiling a full map? they work fine when compiling each section individually (it's split into about 6-7 'areas' in the form of visgroups) but can only display at full brightness when the whole thing is done, whether the 'start off' spawnflag is on or off. no errors in the light log or anything..
it's a bit of a limitbusting map if that counts for anything, breaks just about all of them...
#9880 posted by necros on 2010/05/23 00:10:23
have you checked if you're getting any 'too many lightstyles' errors?
also, i've accidentally ticked the 'not in xskill' box on a light and not have it toggle because it wasn't present in that particular skill level.
if it's 'limit busting', it's possible you have run out of lightstyles.
you get 64 total light styles, the first 10 (not including 0) are for flickering lights, and the compilers only assign 32-64 (or 32-63?). so in actuality, you only get 32 light styles; 32 seperate switchable lights. i'm not sure if light.exe will collapse multiple lights with the same targetname into the same lightstyle or not, although it should otherwise even stock quake maps would have 'too many lightstyles' errors.
Hollow
#9881 posted by pjw on 2010/05/23 03:58:54
Some editors will, when "hollow" is used on a cube to create a square room, make a nice square room of six brushes...but the brushes will all still stretch to the extents of the original cube, and will overlap.
Will a decent compiler usually clean this up and toss out the overlapping bits? Yes, usually, but it will still be messy in the editor, and potentially confusing.
Nothing wrong with hollow as long as you do any necessary clean up the result afterward.
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