 There's A Qc Manual Out There...
#1243 posted by necros on 2004/02/24 14:19:12
sadly, i don't have it in electronic form anymore...
 Right After
#1244 posted by aguirRe on 2004/02/24 15:30:01
I posted I realized that maybe I should try Google first ...
Anyway, I found one here http://www.gamers.org/dEngine/quake/Qc/qc-built.htm . It appears to be what I was looking for. Together with the Inside3D tutorials, I hope it'll be more clear.
 Animated Texture
#1245 posted by JPLambert on 2004/02/25 02:44:01
I have a little problem, a basic one perhaps because I'm a beginner in Quake mapping... anyway... I want tu use some "animated texture": I mean a texture defined with several different one that performs an animation in the game, for example a flame on a wall (see +0light01 +1light01 +2light01 in ID software Light basic textures). I select the first texture (hopng the compiler to "link" the 2 others with it) and I certainly missed something, because during the game, there is no "animated" effect on the concerned brush..
Is there anyone who can help me please...
 Well
#1246 posted by Vondur on 2004/02/25 04:33:31
try applying other frames on the faces you won't see in the game but these frames will be included into the bsp file...
i do that all the time, compilers i use never add other frames. and i'm not sure if they should...
 Surely...
#1247 posted by LTH on 2004/02/25 06:44:10
...surely compilers really ought to add all the animations into the map by themselves - there's no time when you're using an animated texture when you don't want it to animate, is there?
 Animated Textures
#1248 posted by JPLambert on 2004/02/25 07:51:03
Clearly, I want to use an animated texture, and keep the animation feature during the game !! My problem is the animated texture is blocked on the first one, and the "animation" is never performed...
Am I missing something in the compilation option or something else ?? I don't know, so any advices is welcomed
 Bleh
#1249 posted by Vondur on 2004/02/25 08:10:47
as i said, apply other frames of the sequence on some brushes in your map and you'll get the animation working... just apply them on the faces that will get cut off by qbsp.exe and won't be visibl ein the game. but they'll be used by the button, etc..
 #@*%&@## !!!
#1250 posted by JPLambert on 2004/02/25 08:30:00
AAAaaaahhhh !!! It's not a bug it's a feature !!! For the compiler: having in its texture list the missing ones for the animation is a turnaround.... So even if some brushes are cut and not used, but textured with those required for the animation, the brush that uses the animated one will have a complete list and then the game will performed the required effect ... OK, I understand now... I'm sorry... but sometimes for me, understanding quickly says to past a long time in explanantions... ;-) !!
Thanx
Bye
 Yeah.
#1251 posted by necros on 2004/02/25 11:42:27
it's a stupid bug in earlier compilers...
aguire's treebsp fixes that too
 Hmmm
#1252 posted by Vondur on 2004/02/25 12:44:11
i use bengt's qbsp and it doesn't picks other frames anyway.... dunno why.
 Oh
#1253 posted by LTH on 2004/02/25 13:12:36
DuBSP does it okay.
 Animated Textures
#1254 posted by aguirRe on 2004/02/25 13:27:20
I'm certainly no expert on these, but the compiler definitely checks for texture names that begin with + and adds the extra frames as necessary. You can easily see this in the compiler log Added x texture frames.
Vondur: Versions of TreeQBSP prior to 1.95 (that includes DuBSP) doesn't show this message unless in -verbose mode. TxQBSP has always shown them. See also latest readme.
You don't have to apply the extra frames anywhere in the map; just make sure that they are in the wad you're using, otherwise you'll get a warning.
I just tried it in a box map, apply the first of the animating textures (+0xxx) and the compiler will fix the rest.
 Can Anyone Explain Me
#1255 posted by PuLSaR on 2004/02/25 16:57:25
what are clipnodes? What increases their amount apart from number of faces?
I heard about the clipnodes limit of about 32*** and just want to be carefull now.
 Has...
#1256 posted by distrans on 2004/02/25 18:51:01
...anyone had a crack at modifying CZG's Worldcraft quake.fgd to include Bengt's new lighting options? If yes, might you kindly make it available?
 Hey Couple Things
#1257 posted by Tronyn on 2004/02/25 19:02:19
Pulsar: Clipnodes are simply clip surfaces. Each surface exposed to the inside of a level (not the void) clips the player (he can run into it, over it, etc). In DM maps, people often cover intricate areas (ruined bricks for example) with a wide brush with the clip texture. The clip texture makes a brush using it clip as normal (blocks the player that is), but is invisible in-game. If you're still confused, let me know (My latest maps all original have run over the clipnode limit). I owe aguirRe a lot for helping me out with this.
And, hey: does anyone want to do a bit of work for me modifying weapons models? I'd do it myself, but my qME must be an inferior version or something since all I can do is view, not change anything on the models or alter any animations (argh).
 To Clarify
#1258 posted by Tronyn on 2004/02/25 19:04:05
If a bunch of brushes overlap without any space between them, that doesn't clip since the player can't go there. That's why clipping brushes lower the amount of clipnodes - a surface with 25 tiny little bricks all the same height on the ground, could be covered with one clip brush and would then clip as one brush rather than as the 5 sides exposed on each brick.
 Tronyn
#1259 posted by LTH on 2004/02/25 19:59:32
Mail me what you want doing with those models.
 Texture Application
#1260 posted by JPLambert on 2004/02/26 02:44:34
Hello, thanks to those who helped me for my "animated textures" problem yesterday.. Just another thing: when you apply texture to brush, it's possible to choose a scale factor to reduce/increase texture size.. I'm just looking for an easy way to choose this scale factor and anticipate the "game view" thet will performs. Is there someone who can give me some advices conerning this topic ??
Thanks
 Hmm
#1261 posted by Vondur on 2004/02/26 03:21:36
don't play with scales too much, use default scale. otherwise the map might look crappy. personally i use slightly scaled textures on some faces that aren't texture size so i have to scale non-tiled texture a bit for it to fit. uder a bit i mean something likt 0.95 or 1.05 scale.
yet huge tex scale is useful when you make sky. it's good idea to use scale of sky texture something like 100. this will reduce polycount of sky surface.
 Vondur
#1262 posted by JPLambert on 2004/02/26 06:23:58
The default scale is set to 1 in QuArK6.4.0, and it seems to be a little big, because the map look crappy with this size... I mean the texture details are very visible without "putting your nose" on a brush (bit definition of the texture appears...) I made some try with 0.4 up to 0.5, and the map looks better (bit definition of the texture disappears even if you "put your nose" on the brush)... Perhaps the texture scaling is different from one tool to another one... I don't really know how to find an efficient turnaround of this little problem without making many try.. Is there a method, or anything else, that can show me what is the good scaling method (if I decide to change of mapping tool for example) ?
 Hm
#1263 posted by Vondur on 2004/02/26 07:13:33
try looking at the textures in start.bsp, you'll get the idea of default proper scaling...
 VonDur
#1264 posted by JPLambert on 2004/02/26 08:46:39
OK, there is no real method to anticipate the map looks like otherwise trying and compare the results with existent maps... It's also possible that it misses something else in my tool configuration... I will check this this evening
Thanx
 ?
#1265 posted by madfox on 2004/02/26 12:32:12
++++ERROR++++
numtexinfo=MAX_MAP_TEXINFO
where did I raise this bull?
 Um...
#1266 posted by necros on 2004/02/26 13:21:53
i'm not sure, but i think that's the error when you have too many textures (as in filesize) the limit is 2mb, so check to see if you are over it.
 You're Referring To
#1267 posted by aguirRe on 2004/02/26 14:14:21
MAX_MAP_MIPTEX (originally 2MB), which is the actual size of all textures in bsp. MadFox has hit another limit (originally 4096) which is the max # different texture info objects in bsp.
This number normally increases when you have many different textured faces in different positions/angles and it typically gets pretty high when using QuArK ETP or Hammer Valve 220 map format due to them capable of more complex texture positioning.
MadFox, I assume that you're still using the qbsp256 compiler and apparently it cannot cope with your current map requirements.
If you want to stick with that compiler, you must lower the texinfo requirements. See if you can change map format from QuArK ETP to Classic Quake in the configuration (I'm not sure you can do this in v4.07).
Otherwise you must use a newer compiler with a higher limit. Email me directly if you need more help regarding this issue.
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