 Hipnotic Had One Like That
#13 posted by R.P.G. on 2005/09/20 09:37:13
Surely that source is released?
 It's From Hipnotic ...
#14 posted by Baker on 2005/09/20 13:38:01
Heh, I figured that out last night ...
I decompiled the QuakeC using deacc32.exe and looked through the source and all the functions had "hip" in them.
DeAcc32
http://www.ftp-sunet-se.lkams.kernel.org/idgames2/planetquake/quark/deacc101.zip
Eventually, I came across a sample tutorial file on how to use the particle field from Hipnotic:
http://asp.planetquake.com/dl/dl.asp?worldcraft/hipparti.zip
and the official devkit page for Hipnotic:
http://www.ritual.com/scourge/files.html
 Small Concern...
#15 posted by madfox on 2005/09/20 17:05:48
I crunched your id3.bsp to a map and it must be a trigger_multiple with a wait function -1
Take a look at the id3.map and see yourself.
http://members.home.nl/gimli/glass.zip
 Oh Wow You Made My Head Explode
#17 posted by czg on 2006/06/08 05:00:08
A human footprint? Actually a shoeprint? This is proof that prehistoric humans wore velcro fastened no-brand sneakers?
Oh crap no I read on and it's an angel? Holy!
Wow, dude. You caught my attention!
 Woah
#18 posted by Spirit on 2006/06/08 05:05:28
Let me help on your scientific project. Look what I found:
http://img204.imageshack.us/img204/5311/29ae.jpg
It's mammoth poo! Praise the lord that those beasts are extinct!
 Czg
#19 posted by Kinn on 2006/06/08 05:10:56
what's your beef man? I thought everyone turned to Geocities for the latest announcements in scientific discovery.
(metlslime: do we have a "retarded" icon yet?)
 Those Prints Side By Side
#20 posted by HeadThump on 2006/06/08 12:09:39
suggest an early society where man and dinosaur treated one another as equals with a shared sense of purpose, or it could mean that there was a form of bestiality too horrendous to contemplate.
 Lies
#21 posted by starbuck on 2006/06/08 18:54:46
i've often contemplated such a thing. Maybe one day science can bring us back the Pterodactyl and the Triceratops, and I can give them a good shagging.
#22 posted by Zop on 2006/06/09 22:34:43
There is a normal clip texture in the standard levels. I assume you use that on just one side of the wall.
 Not Quite...
#23 posted by metlslime on 2006/06/10 01:02:58
brushes need to be entirely clip or not at all.
previous comments in this thread pretty much answered this. Not sure why this Noah's Ark spam resurrected the thread so successfully.
 Because We Are All Born To Fallow
#24 posted by HeadThump on 2006/06/10 10:05:16
and need someone strong to guide us.
 Sorry For This....
#25 posted by JPL on 2006/09/22 23:46:02
I decided to resurrect this thread following the discussion started in Base Pack thread these last days. There plenty of informations in the previous posts, but things are not really clear on the method to use for glass creation. So, as it doen's work well as described by than in Base Pack thread, is there somebody already experimented Tyrann's remove_skip tool, and did the results were what has been expected ?
 Well...
#26 posted by metlslime on 2006/09/22 23:48:28
if you want what baker was asking for, just use a func_wall with a skip texture on one side. I think that's different from what than is doing.
 Remove Skip
#27 posted by than on 2006/09/24 17:39:20
is already causing me problems with my basepack map. I have some shots I will upload later (in the basepack thread) that all were taken with novis 1 to avoid showing up unsightly errors.
I will do a short tutorial on it in the near future.
 Than
#28 posted by JPL on 2006/09/25 00:14:15
Please do... quickly... ;)
 Where To Get Skippy
#29 posted by efdat on 2006/09/28 05:54:06
you can find tyrann's skip tool at
http://disenchant.net/files/temp/skippy-0.0.zip
glass rocks!
 Than
#30 posted by JPL on 2006/10/01 08:10:57
Thanks a lot for your tutorial, and about the map examples... Nice and interesting !!! I just jave a small comments: the 2examples are water/air based... Would it be possible you will give an air/air example ?
I tried to make a air/air glass in map current map, following the same method, replacing water by nothing.. (i.e "air") but unfortunately the results is completly unexpected and crappy (ingame you are either stucked or map leaks, and you have thousands HOMs everywhere..)
 HOMs
#31 posted by than on 2006/10/01 21:12:26
I have them all over the place in my map, but I know it has worked OK because enabling r_novis 1 gets rid of them. I'm holding out hoping that Tyrann will release a new version of skippy. He told me it is planned, but I think he is pretty busy with other stuff atm so I've know idea if he will do it before christmas or some other time. Fingers crossed.
I didn't have problems with air/air glass, by the way, only air/water.
 Than, Other People:
#32 posted by metlslime on 2006/10/01 23:59:56
have you verified that the HOMs are not there when you don't run skippy?
 Metlslime
#33 posted by JPL on 2006/10/02 00:26:19
No I don't get any HOM with normal process (QBSP + VIS + LIGHT) Including skip run (QBSP + SKIP + VIS + LIGHT), ingame the map is HOM'ish as hell :(
 Yes, It's Because Of Skip
#34 posted by than on 2006/10/02 03:48:15
I thought I mentioned that it is likely to cause problems earlier. Maybe I didn't :)
I tried using different compilers, reordering the compile process (makes some difference, and seemed to fix it last time I tried, but the problems just came back) etc. but to no avail.
Anyway, I tend not to have too many problems if skip is used in just a few places and only on bmodels. If I stick skip on the world then problems start occuring. The probability of problems happening also seems to increase with map complexity, number of portals etc. I had no problems to begin with when working on my map, but they slowly crept in, and are very evident when I do a full vis. However, it's a bit late to change things drastically now, so I am ignoring it and crossing my fingers that Tyrann will do some work on his compilers that includes skip ;)
If he doesn't then I'll have to do some work myself and I guess some of the cooler things in the map will have to go. Others I can replace with the trigger trick though :)
*the trigger trick is mentioned in my glass tutorial I think.
 So...
#35 posted by JPL on 2006/10/02 04:11:52
.. at the moment Tyrann's skip tool is buggy... I was aware of that point, it is even mentionned in v0.0 readme text file.
But actually I am very surprised of the result ingame (at least with my map.... I was thinking the skip bug, mentionned by Tyrann, would have generated some weird effects (i.e HOMs, leaks, etc..) were the skip texture is located, but not everywhere in the map...
Well, we have to seriously ask Tyrann to improve this cool stuff :) ... quickly :P
 If You Are Mapping For Quoth...
#36 posted by than on 2006/10/02 20:42:58
then you can probably use this entity in place of skip covered func_wall: http://kell.leveldesign.org/quoth/quoth_tutorial.html#func_togglewall
It also has the advantage of being toggleable.
However, you will still run into problems if you plan on doing the same stuff with water and glass that I am doing. Otherwise, for glass air/air it is perfectly suitable and you won't ever have to use skip again.
 Than
#37 posted by JPL on 2006/10/02 23:03:55
Thanks for the infos, I'll check it out, while I'm not mapping for Quoth (shame on me... I know ...) Anyway, I can avoid glasses use in my current map, even if it would have been a nice goodies there...
In anyway, Tyrann must work on his skip tool now to make it bug free... :P.. ASAP I would say :D
|