 R.P.G.   
		#4850 posted by  Kell on 2006/03/16 10:44:18  
		it's "waffer theeeen" actually  
	 
		
		 LOL...   
		#4851 posted by  distrans on 2006/03/16 17:12:13  
		...necros resurrects that mod.
  
  Kell, monster_ etc. is still your mail? I was wondering if you'd received mine. 
  
  ...and, go the Scottish swimmers!!!  
	 
		
		 Those Bubbles In Q1   
		#4852 posted by Scragbait on 2006/03/16 18:06:07 
		You know those little bubbles that people put in or underwater in Quake?
  
  How do I put them into my map? I can't seem to find them in my Entity list in Worldcraft.
  
  Better yet if someone could cnp the text to add to my fgd file.  
	 
		
		 ^   
		#4853 posted by neg!ke on 2006/03/17 00:48:10 
		air_bubbles  
	 
		
		 OoOoOoO   
		#4854 posted by  generic on 2006/03/17 08:55:42  
		@PointClass base(Appearflags, Name) = air_bubbles : "Air bubbles" []  
	 
		
		 D3 And Edicts Etc.   
		#4855 posted by Friction on 2006/03/21 06:23:58 
		No limits that I know of. How large map are we talking about? 20000 brushes, bigger?  
	 
		
		
		#4856 posted by  necros on 2006/03/21 06:41:15  
		woah... not that many-- lol!  more about 14k~ or so.
  
  problem is it's no where near finished, so i could see it going as big as 20k or more.  there's a lot left to do atm.
  
  i was just asking so that i'd know in advance.  thanks for that bit of info. :)  
	 
		
		 Lump File Issue   
		#4857 posted by  JPL on 2006/03/21 13:25:05  
		I have to modify a lump file (i.e conback.lmp) to create a custom console background. I used a tool called GFE (Game File Explorer) to export and save the bmp image embedded in the lmp file. My concerns is how to create a lmp file from the modified bmp file ? I guess it exists, at least, one tool that is able to perform this feature, so what is this tool (or these tools) ? 
  Thanks in advance.  
	 
		
		 Texmex Can Export To Lmp   
		#4858 posted by  czg on 2006/03/21 13:58:33  
		
	 
		
		 Lumps   
		#4859 posted by  metlslime on 2006/03/21 15:52:33  
		adquedit can also do this, though it is buggy and has been known to erase your data in certain circumstances.  Otherwise it's a nice tool.
  
  I actually wrote some command line windows tools that convert to and from .pcx and .lmp and .spr a while back, maybe I should release them.  
	 
		
		 Czg / Metlslime   
		#4860 posted by  JPL on 2006/03/21 22:25:56  
		czg: TexMex is installed on my PC, but I didn't check yet the feature. So thanks for the tip: I will check it this evening
  
  metlslime: Yes, it would be great !
  
  
  Thanks for the quick reply !  
	 
		
		 Btw. Where's The Difference   
		#4861 posted by  negke on 2006/03/22 00:12:17  
		between mipdip and adquedit and why do they look so much alike?  
	 
		
		 Err.. Not Adquedit   
		#4862 posted by  negke on 2006/03/22 09:09:57  
		but that one program which is basically the same, only with a different title...  
	 
		
		 Negilke   
		#4863 posted by  metlslime on 2006/03/22 18:40:21  
		mipdip and qArt are the same program, but qArt is the name of it after it became a commercial product.  It was offered by the same company that offererd qED and qME i think.  
	 
		
		 Thanks For Clarifying   
		#4864 posted by  negke on 2006/03/22 23:40:52  
		there was a time when i had to use qart, for mipdip wouldn't start anymore (or i was too dumb to fix it). now, both have been obsoleted by textmex anyway.  
	 
		
		 Are There Any Way...   
		#4865 posted by  generic on 2006/03/27 16:09:36  
		to stop a weapon/item from rotating (minus QC, of course)?
  
  Thanks in advance, Neg!ke :)  
	 
		
		 Yes   
		#4866 posted by  necros on 2006/03/27 16:45:50  
		edit the model file and remove the 'rotate' flag on them.  easy sleezy!  
	 
		
		 AWWW...   
		#4867 posted by  generic on 2006/03/27 16:57:40  
		...POOP!  
	 
		
		 Or   
		#4868 posted by  negke on 2006/03/27 23:58:07  
		with some obscure func_illusionary/info_notnull model technique, whereby the acutal weapon (if it is supposed to be picked up) would be placed in a hole underneath it, with an illusionary + clip, or maybe a skip wall, only deep enough that its bbox stays some units above floor level. the weapon then has to killtarget the fake model when upon pickup.
  might not work with a func_wall, for the item would likely drop out of the map. maybe a fast skip door pushing it up and thereby also making the floor solid would work better in this case.
  of course this could also be done by having the weapon being pushed into the player from a hidden closet the wall, or let it drop from the ceiling (model-item dropping does not work with darkplaces, though), but these solutions would be even more visible to the player...  
	 
		
		 What?!?   
		#4869 posted by  generic on 2006/03/28 06:53:19  
		I not sure I understand, Neg!ke. Perhaps if you made me a sample map with some examples...or even a "complete" SP map with a few examples...or how about a 8-map Q1 Episode full of examples, then it would be clearer :)  
	 
		
		 Engine Limits   
		#4870 posted by  than on 2006/03/28 07:03:23  
		Ok, I've just been looking through the source and readmes on Aguire's site, and have found a list of Quake engine limits. However, I am not sure which of these are increased, and which aren't. I have a fairly good idea, but could someone be so kind as to correct me:
  
  // Data-restrained limits
  #define MAX_BSP_MODELS		256
  #define MAX_BSP_PLANES		32767
  #define MAX_BSP_NODES		32767
  #define MAX_BSP_CLIPNODES	32767
  #define MAX_BSP_LEAFS		32767 (8192)
  #define MAX_BSP_VERTS		65535
  #define MAX_BSP_FACES		65535 (32767)
  #define MAX_BSP_MARKSURFACES	65535 (32767)
  #define MAX_BSP_TEXINFO		32767
  
  The bracketed parts are the limits of standard engines as far as I can tell. Perhaps some of the other limits have been increased. Aguire, please correct this list if it wrong ;)
  
  Currently I got this output from my last compile:
  
  ---- WriteBSPFile ----
          11217 planes       224340
          36426 vertexes     437112
          16427 nodes        394248
           3923 texinfo      156920
          29246 faces        584920
          31759 clipnodes    254072
           7357 leafs        205996
          35086 marksurfaces  70172
         130679 surfedges    522716
          66440 edges        265760
             87 textures    1258432
                lightdata         0
                visdata           0
                entdata      152870
  
  Tyrann's skip tool is taking out a couple of hundred faces, but that's not enough considering what I am going to be adding.
  
  I still want to make the map run in Fitzquake, winquake and glquake (currently it works in all three, no problem), but I have a couple more important areas to add, so perhaps it is impossible.
  
  I am not too worried about clipnodes, because I haven't really done the clipping yet, so a lot can be saved there.
  
  What the hell is going on with marksurfs though? The map is working fine, despite exceeding the marksurfs limit.
  
  The numbers on the right hand side are the size of the data, right?
  
  Metl: Any chance of a version of Fitzquake with increased surface and clipnode limits? I've don't even care if it doesn't support the new protocol, so long as it loads my map ;) Thankfully, the map still looks decent in bjpquake.  
	 
		
		 Bleh   
		#4871 posted by  bal on 2006/03/28 07:11:00  
		Lucky, as soon as I go over the marksurfaces limit on my map, it crashes fitzquake. Fortunatly I've been able to lower them quite a bit thanks to aguirre.  
	 
		
		 Tips?   
		#4872 posted by  than on 2006/03/28 08:17:31  
		got any marksurf lowering tips? wtf are marksurfs anyway? Just surfaces? What are faces then? same?  
	 
		
		 Generic / Jpl   
		#4873 posted by  negke on 2006/03/28 09:44:45  
		generic: i forgot illusionaries can't be killed, so the model thing has to be done with the info_notnull/modelindex trick. i would have sent you a sample map already, but i have no idea how to get the modelindex to work. so if anyone was so kind to tell me how to find out the right number, i'd be glad (what's the command in aguirre's engine? how do i find the number in darkplaces if counting the modellist doesn't help?). bleh.
  
  jpl:
  about your trigger_push problem. :)
  could it be that the malfunctioning trigger had angle "0"? with "360" it would have worked.
  i could have thought of that possibility earlier...  
	 
		
		 Marksurfaces   
		#4874 posted by Mike Woodham on 2006/03/28 10:19:28 
		I also have problems with marksurfaces and have all but given up on my current map because of it.
  
  And they're only showing 33k and it crashes Fitzquake 0.80 - clipnodes are still under 30k.
  
  And I haven't added all the intended trims yet.
  
  And I haven't finished the final battle area.
  
  And I have already split the map in two.
  
  Jeez... 300+ monsters waiting to die!  
	 
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