 I've Seen Those Funny
#1743 posted by aguirRe on 2004/04/24 17:52:16
error messages a lot lately ...
 That's My
#1744 posted by PuLSaR on 2004/04/24 17:58:24
fave error :)
cuz sometimes engines crash without any errors.
 Related Question...
#1745 posted by Kinn on 2004/04/24 18:16:43
in quake, you know how the ammo boxes etc. are bsp models? well, does the engine treat these similarly to "proper" brush models like doors etc, i.e. if my error is caused by having too many bmodels, could it also be solved by reducing the no. of ammo box models (replacing them with .mdl versions for example)?
 Kinn
#1746 posted by aguirRe on 2004/04/24 19:58:28
If you haven't already, take a look at the archived QMap thread at my site, there are a lot of good stuff in there. Just d/l, unzip and open in a browser.
 GTKRadiant Again
#1747 posted by necros on 2004/04/25 00:01:16
anyone ever notice when your map starts to get big (+4000 or so brushes), there seems to be some sort of lag on the mouse, when right clicking and dragging to move the view? but not really lag... but like, when you right click and start panning the view, sometimes, it "won't let go" and keeps panning for a few seconds... like it received the +rmb, but not the -rmb..? anyway to fix this? is this a problem with the editor or windows?
 Necros
#1748 posted by Vondur on 2004/04/25 03:49:33
hmm, didn't notice that. maybe u got cubic clipping on? it might slow down things if it's on on a large map...
 Very Good Stuff, AguirRe
#1749 posted by Kinn on 2004/04/25 06:04:31
thanks for that - quite a few tips under my belt already, and i'm only halfway through the yr 2000 posts!
 AguirRe,
#1750 posted by HeadThump on 2004/04/26 17:51:25
I'm currently tweaking a beta level intended for use with a mod though this version is purely vanilla Quake and the game play is complete in and of its self. If you find it mutually beneficial and within your time constraints, I wouldn't mind handing it over for you to examine, and would apreciate any advice you would have to give.
 Sure, I'd Be Glad To
#1751 posted by aguirRe on 2004/04/26 18:10:48
check it out technically, but I'd rather not play it through for real until you release it.
Just send me the zipped map+wad and I'll take a look at it. There's always something new to be learned.
 Beta Testing?
#1752 posted by necros on 2004/04/26 20:07:12
anyone with a fairly powerful computer up for some beta testing?
 Necros
#1753 posted by inertia on 2004/04/26 20:25:57
name the game!
 Haha
#1754 posted by necros on 2004/04/26 20:37:58
q1sp, of course. ;)
 Oh Wait...
#1755 posted by necros on 2004/04/26 20:39:00
i'm kind of slow, did you mean that you were showing interest in testing or really was just asking which game?
 Hey, Necros, Pass It This Way
#1756 posted by HeadThump on 2004/04/26 21:48:23
I'd like to check it out
alanr643@msn.com
 Aguire,
#1757 posted by necros on 2004/04/27 01:53:36
your qbsp defaults to on when it comes to tjunc calculations, right? i'm still getting some sparklies, and was wondering if there was anything else i could do...
 Necros
#1758 posted by inertia on 2004/04/27 05:51:16
well "high-end" to me means something that runs XXX brand new game well... which I cant do. But I run q1 quite well so i can test whatever!
 Just Check
#1759 posted by aguirRe on 2004/04/27 05:52:07
the compiler log, there should be a section for tjunctions if enabled (which it is default).
The red (from gl_clear) sparkles can still appear in large and/or "natural-looking" (i.e. lots of non-axial brushes) maps. Due to the high precision floats that were introduced in Tree 1.70 and Tx 0.79, sparkles are reduced, though.
My guess is that either you have some minor brush misalignments in those areas or the compiler hasn't been able to get all junctions right.
To see the effect more clearly, set a low uniform light by using the command light -fast -nolight -light 50 -sunlight 0 mapname. Then load the map and move around with gl_clear enabled and it's easier to spot the thin brush seams.
Are the sparkles already there in the version I have (from Apr 8th)?
 Necros
#1760 posted by HeadThump on 2004/04/27 11:29:04
Sorry I said those God Awful things about the colour Orange. Can you forgive me and let me beta your level?
 About Fog
#1761 posted by JPL on 2004/04/28 03:42:10
Hello,
I've seen FitzQuake/GLQuake are able to support fog option: this one can be added via the console typing fog < value 0 to 1> . It adds a fog effect (fog 0 => no fog / fog 1 => you can't see anything but foggy grey screen)...
My question is: is there a method to add this feature in the level editor (using worldspawn entity or other thing) to avoid console typing, or configuration changes into .cfg file ??
I would like to add a smooth foggy effect near the ground of my map..
Is there anybody who have an idea ??
Thanks..
 Fog
#1762 posted by glassman on 2004/04/28 04:29:01
You won't be able to add it just near the ground as what you're talking about is global fog. You would need volumetric fog to just have it in specific areas eg. in Q3 you can make a fog brush to just cover the area you require.
Various Q1 engines support global fog - look in the engine help files to find how to enable it. You should be able to control the depth of the fog as well as its colour.
Some engines also allow you to set triggers to turn it on & off for example when you move between inside & outside areas although this needs to be done with some care so the player doesn't notice.
 Glassman
#1763 posted by JPL on 2004/04/28 04:52:55
OK, it seems to be a little complicated to add fog feature... so I have to forget it.. grrrrr... :(( but I continue thinking it should be great to add foggy environment directly with a level editor: this can clearly increase player insecurity feeling... foggy effect (near the ground or globaly in a full map) is pretty cool to prepare monsters trap, adding secret area without teleport, etc..
Perhaps future Quake engine and level editor will fully support the this stuff.. I hope..
Thanks for your response...
 JPL
#1764 posted by Vondur on 2004/04/28 04:58:12
If you'd map for the Nehahra, you'd be able to manipulate with many such features as fog etc from the editor....
 Vondur
#1765 posted by JPL on 2004/04/28 05:18:10
I apology for my ignorance but... what is exactly Nehahra ??
 Volumetric Fog In Q1
#1766 posted by Fern on 2004/04/28 06:01:23
It can be done in a sort of hackish way. Just use a progs.dat that lets you send commands directly to the console with a trigger (hipnotic would work) and set up concentric triggers for increasing density of fog.
It would give the illusion of the player walking *into* fog, but you wouldn't see it from afar.
Although from what Vondur said... Nehahra supports real fog? huh.
 Vondur
#1767 posted by JPL on 2004/04/28 06:02:42
I apology for my previous stupid question... I found the stuff on planetquake server after an internet quick search... I've seen your are involved with CZG in this projects... Nice work really reagrading the screenshots...
Bye...
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