#14827 posted by  Preach on 2015/02/02 23:31:23  
		if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.
  
  Just don't go hogwild with func_wall though, for ~*reasons*~ 
  
  Yeah, sometimes you might be better off making the base that the bars intersect into the func_wall, and leaving the bars proper as func_detail.  
	 
		
		 Fgd Quake + Extra   
		#14828 posted by  FranckQ on 2015/02/03 17:02:53  
		Hello, 
  
   I seek a fgd based on a quake 1, which includes extras. "rotation, breakable, etc ..." 
  
  Can you help me. thank you very much  
	 
		
		 Extras For Quake   
		#14829 posted by  Preach on 2015/02/03 19:55:39  
		That's for a particular Quake mod called "Extras", which can be found here:
  
 http://www.quakewiki.net/quake-1/mods/extras-r4/  
	 
		
		 Haha...   
		
		extras is pretty neat. I love the gibbable corpes, the sparks from the nailgun, the extra moveable objects, rain fx...
  
  Not too keen on footstep sounds, cartridge ejections for the guns though. Oh well.  
	 
		
		 Drake Fgd?   
		
		Is there one?  
	 
		
		 Max Texture Sizes   
		#14832 posted by  Lunaran on 2015/02/10 02:43:06  
		Texmex will allow me to import a 2048 and save it into the wad, but sikkpin_QE3 won't load anything over 1024. Hacking the 2048 onto a brush manually and compiling works fine in FitzBakerMarkV and QuakeSpasm.  Even WinQuake loads the map and displays all the textures (although in the latter case the mipmapping is kind of wonky).
  
  I'm not actually going to use a 2048 texture in Quake, but for the sake of argument: is there an upper limit? Are there secret but horrible side effects to large textures?  
	 
		
		
		#14833 posted by  metlslime on 2015/02/10 04:17:25  
		there's no official upper limit but probablty each engine or tool will break in undocumented ways when you make something big enough.
  
  For example in GLQuake the limit is width x height <= 307200  
	 
		
		 Ah, Because That's 640x480   
		#14834 posted by  Lunaran on 2015/02/10 04:45:14  
		... or 1024x300. 
  
  So, in GLQuake, that's 1024x256 or 512x512 tops. Curious if there are engines that have raised other bsp/netcode limits but left that one.  
	 
		
		 Lunaran:   
		#14835 posted by  metlslime on 2015/02/10 08:25:11  
		correct, the line of code looks like this:
  
  static unsigned trans[640*480]; // FIXME, temporary  
	 
		
		
		#14836 posted by  Lunaran on 2015/02/10 18:04:12  
		lol  
	 
		
		 Common Practise?   
		
		Is it ok to make brushes with liquids (lava/water) intersect with world brushes, and go outside of walls? I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game. I've read somewhere to never let brushes intersect so were a bit hesitant to do so.  
	 
		
		
		#14838 posted by  JneeraZ on 2015/02/16 18:03:41  
		Intersect away, no problem.  
	 
		
		 Hmmm   
		
		made it one big lava brush, but the geometry around cuts it up on compile with quite noticeable edges... Any tricks to get around this?  http://i.imgur.com/YVzHLKL.png  
	 
		
		
		#14840 posted by  Kinn on 2015/02/16 18:47:33  
		 I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game.
  
  This shouldn't happen.
  
  Nor should the thing in the pic you posted.  
	 
		
		
		#14841 posted by  JneeraZ on 2015/02/16 18:56:50  
		No, the artifact in the picture is what happens with most modern rendering engines.  That would look fine in the software renderer.  
	 
		
		 Ahh Ok...   
		
		Quakespasm get your shit together! ;)  
	 
		
		
		#14843 posted by  Kinn on 2015/02/16 19:18:19  
		That would look fine in the software renderer
  
  Oh, so it's a shitty GL rendering thing. Does this happen in Fitz / Quakespasm ?  
	 
		
		
		#14844 posted by  ericw on 2015/02/16 19:21:05  
		r_oldwater 0 should fix it, that'll be the default for the next QS release.  
	 
		
		
		
		r_oldwater 0 did the trick! Thanks  
	 
		
		 That Happens   
		
		when the texture isn't aligned across all the brushes.  
	 
		
		 Only Problem   
		#14847 posted by  ijed on 2015/02/16 21:41:04  
		Is if liquid volumes touch sky, then the compile will break.
  
  And yeah, r_oldwater 0 FTW.  
	 
		
		
		#14848 posted by  necros on 2015/02/16 23:43:02  
		water and lava touching also cause a problem i think?  
	 
		
		
		#14849 posted by  necros on 2015/02/16 23:43:11  
		and uh... slime too i guess. :S  
	 
		
		 Liquid Volumes Touching Skies?   
		
		When would this even happen? :) 
  I guess if you were to make a horizon but, damn the size of the water brush would be huge!  
	 
		
		
		#14851 posted by  JneeraZ on 2015/02/17 00:51:41  
		It's almost always a mistake.  You copy a brush, move stuff around, etc.  It happens.  
	 
		 |