Are we doing this? I actually have a few days off here this week ... I might be interested!
I'd be willing to give it a shot. I don't think netradiant uses .fgds and I don't know how to convert to .ent, so that may be a problem.
The Qonquer site has a DEF you can download ... does it read those?
Dunno, Would Need To Look Into It At Home
I could try TB or Jackhammer if need be. I'm well acquainted with Hammer/Worldcraft, and TB was pretty easy to learn but I'm not too familiar with it.
Came across this on Twitter and it's kind of neat
Seems to be an extension of the stuff done by Aard's Fisheye/PanQuake, and based on TyrQuake. Much nicer wide FOVs, and a bunch of other projections
just played it, I remember it well now. Not bad, but I wont be able to make a map or anything for it as I will be on holiday for a week.
def == ent
I should be set ... I suppose.
I think I got the editor set up, so now I just need to learn how to map for Quake again, set up Qonquer, learn how to do that nifty new fake GI stuff and I should be good to go.
Qonquer Map Jam
I would be quite happy to run this event if people are serious about making levels for it
K well I got my test map set up and it works and everything, so I should be ready to go on a Qonquer map jam as long as its not the weekend of the 29th.
I should have bandwidth for this, actually. I'm wrapping up my current home project soon so this would be a good thing to jump to next.
I'd Say Yes
But my jam:finished map is 4 to 0 so far.
Building to a 32 grid sounds kind of awful.
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.
It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well.
Technically, 10 is on the grid too.
True, 10 units is certainly A grid...
My Biggest Issue With UE4 =/
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.
Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place!
But 32 :(
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all...
True, 2 units is certainly A grid..
And the name of that .map? Albert Einstein. Then everyone stood up and clapped.