#10294 posted by necros on 2010/10/01 21:02:48
i don't know if those two things are related.
i've seen that warning on many maps i've made and always ignored it.
vertices not aligning is more of a rounding error. what editor are you using?
#10297 posted by negke on 2010/10/01 22:41:24
Rotated prims are prone to misaligning after compiling. It's best to turn each side of the non-angular parts of the pipe into individual brushes so everything stays coplanar.
 Rebuilt It As You Suggested...
Worked like a treat, thanks :)
#10299 posted by necros on 2010/10/02 20:30:20
are there any programs out there that can read a q1 .mdl file and then output the frame macros so i can just copy/paste it into my code?
getting really tired doing that by hand.
bonus if it sets up the frame function macros too. :P
 Multiple Trigger With Random Reset Duration
Anyone got any suggestions for making a repeating trigger somewhat random in reset time?
Was thinking at the moment of a trigger via Nail trap with some platforms moving back and forward blocking it...
 Thats Your Answer
#10301 posted by RickyT33 on 2010/10/03 02:58:20
have some func_trains blocking the trap
 Tele Effect
#10302 posted by ranger on 2010/10/03 10:26:52
about my earlier post about tele particle effects not appearing,
does Joequake have that -particle 5000, or similar feature?
#10303 posted by necros on 2010/10/04 02:10:58
i think even winquake has it, so unless it was specifically removed, it should be there.
 Optimising VIS Etc
Another newbie question :p
Is there any performance benefit to making certain objects func_walls or func_illusionary. Or do you just have to eat the huge VIS compile time? :(
 Yes
#10305 posted by ijed on 2010/10/05 15:15:00
Massive benefit.
Detail stuff that doesn't define your vis areas (leafs) can and probably should be a func_ unless you hit the entity limit, although given the fact that most engines worth using have this limit raised you should be fine.
This sort of thing is difficult to explain without pictures.
Massive map != massive vis time
Bad vis blocking == massive vis time
Make sure to put in dogleg corridors, doughnut sections, remember that vis ignores vertical space, and to change fiddly detail to func.
There's loads of other tricks as well, but you'll have to google them all and pick it up through trial and error I'm afraid.
I think the longest (full) compile time I've had wasn't more than 6 hours.
"vis ignores vertical space"
How does that work? :E
 As In
vis doesn't care whether your area is 64 or 1024 units tall(?)
#10308 posted by necros on 2010/10/05 19:00:40
vis ignores vertical space
i'm gonna have to post a wut? here too. ne'er heard that before.
 Yeah.... What?
#10309 posted by metlslime on 2010/10/05 20:48:33
I thought vis treated all three dimensions the same.
 Am I About To Be Corrected?
#10310 posted by ijed on 2010/10/05 23:28:20
This is difficult to explain without a 3D diagram :P
Let's say there's a room that joins to a vertical tunnel, which 1024 units down has another room at 90 degrees - even though the rooms might not be visible to each other in game vis still treats them as if they are.
Another example - you've got a circular tube, hollow in the middle, without doors but it doesn't reach all the way to the roof (or sky) - everything outside it will be drawn the same, as long as it's not backfacing.
This was something from Q2, so maybe doesn't apply to Quake.
 BSP Textures
#10311 posted by ranger on 2010/10/06 11:43:52
What tool do I need to replace a BSP's textures?
I tried Wally and TexMex
 Texmex Will Do It
#10312 posted by rj on 2010/10/06 18:43:21
try again :P
Invisible moving walls...
Possible? As far as I can tell movewalls need a visible object to move around, and noclip texture causes errors on compile.
 In Theory
#10314 posted by ijed on 2010/10/06 18:55:00
But I've never gotten it to work.
If you have a noclip brush inside a load of normal brushes (ie. they're on the outside of the func_) then the noclip will still push the player.
I've managed to get it sort of working via extended movewalls :)
I don't need it to do too much, it's not actually pushing the player but monsters :E
#10316 posted by metlslime on 2010/10/06 19:51:34
skip would work.
movewalls don't need a visible object.
clip only works if it's bounded by visible brushes (physics test box is determined by the outer extents of all visible brushes.)
 Call A Texture "skip", Apply It To The Func_
#10317 posted by RickyT33 on 2010/10/06 20:19:36
And download newskip.exe from a link provided by someone who knows where a copy is. Probably here:
http://www.quaddicted.com/tools/newskip.zip
Then run it after compiling your map, i.e.
"newskip mapname"
in a command prompt :S
 Texmex?
#10318 posted by ranger on 2010/10/07 02:37:06
You mean Texmex can replace textures into a BSP?
Because I checked and it could only generate WADs with the new textures
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