Search found 122 matches

by Preach
Wed Oct 31, 2007 9:05 pm
Forum: Mapping
Topic: Map compiling problems
Replies: 6
Views: 4424

I can play, for example, the map I just posted in the rotating door thread in winquake, after compiling it with these tools. It'd probably be more illustrative if you posted a map that doesn't work.
by Preach
Wed Oct 31, 2007 6:22 pm
Forum: General Discussion
Topic: Why are the ammo boxes in .bsp?
Replies: 35
Views: 10569

Re: Why are the ammo boxes in .bsp?

I think there are two parts to it. One was that they needed to be boxes, as a box is very low polygon, freeing up polygons for the monsters and other important things.

This leads them to rely on the texture to make them look good. The problem was that the only skinning technique that was possible ...
by Preach
Wed Oct 31, 2007 5:44 pm
Forum: Mapping
Topic: Map compiling problems
Replies: 6
Views: 4424

Hmmm....pretty much everyone on func_ uses them, and I've never experienced any crashes from maps built with them. The only case I can think of is maps which exceed standard quake limits are built using these tools, and then you have to run them in an engine like aguirre's to make them work. But ...
by Preach
Wed Oct 31, 2007 4:42 pm
Forum: Mapping
Topic: Map compiling problems
Replies: 6
Views: 4424

Re: Map compiling problems

The tools from http://user.tninet.se/~xir870k/ work directly with hl format wads for maps exported from hammer. You do have to use seperate programs for light and vis, but it's not that bad.
by Preach
Tue Oct 30, 2007 3:18 pm
Forum: QuakeC Programming
Topic: Changing underwater screen colours
Replies: 25
Views: 7843

We're still talking at cross purposes though, I was explaining how you could expand the extras mod into something that fully simulates water using entities - ie with that extension you could make a volume that is indistinguishable from a volume of water when you enter it, with the added bonus you ...
by Preach
Tue Oct 30, 2007 2:36 pm
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 38844

When I suggested hipnotic, I just meant use the code for the "rotate_object" but make it solid, rather than using the pusher walls and that stuff.

http://www.btinternet.com/~chapterhonour/gateway.zip
contains three example maps. The gateway - before copy is just for reference, it shows how the ...
by Preach
Tue Oct 30, 2007 9:24 am
Forum: QuakeC Programming
Topic: Changing underwater screen colours
Replies: 25
Views: 7843

But it would have to be up to the engine how the waterwarp appears, otherwise you're gonna end up with one waterwarp effect for the original water brushes and one for the new water volumes you're creating in the mod. That would defeat the point of trying to make them look consistent. The GLquake ...
by Preach
Mon Oct 29, 2007 8:20 pm
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 38844

Use the hipnotic code along with http://czg.leveldesign.org/q/czg_rotate.txt, use radiant like your link hints at, or write new code using any of the above ideas.
by Preach
Mon Oct 29, 2007 3:59 pm
Forum: QuakeC Programming
Topic: Changing underwater screen colours
Replies: 25
Views: 7843

I suppose if you wanted to do it backwards compatible style, the easiest way forward would be to add an extension for toggling the waterwarp effect on a player. You'd essentially do things like the extras mod above - the z-fighting can be avoided by careful mapping, grouping the right brushes ...
by Preach
Sun Oct 28, 2007 11:20 pm
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 38844

100 doors sounds pretty excessive, perhaps you should scale the map back/split it into multiple maps. As frag.machine says, the external bsp method does have the benefit allow you to reuse models. The more standard method of compiling each door into the bsp would usually result in 100 unique model ...
by Preach
Sun Oct 28, 2007 5:43 pm
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 38844

I find it's usually easiest to make a separate map file for each rotating entity in your map, built so that the origin of the new map is the axis you want it to rotate around. Build it there, light it and texture it, then compile it and stick it in a new directory in maps corresponding to the name ...
by Preach
Thu Sep 27, 2007 12:49 pm
Forum: QuakeC Programming
Topic: monster_dogs in QW?
Replies: 42
Views: 12743

Is it even compileable without defining prototypes? Or maybe that's just a warning?

Pretty sure it's just a warning in fte and probably frikqcc since they support all the function pointers stuff. Prototyping is kinda like defining the function and assigning it a null pointer, then giving it the ...
by Preach
Thu Sep 27, 2007 9:53 am
Forum: QuakeC Programming
Topic: monster_dogs in QW?
Replies: 42
Views: 12743

The error seems to be suggesting that the function called "visible" is a null_function. That probably means you've made a prototype for the function but not actually defined it. If you add the "visible" function to the end of the ai file then it should prevent that crash.
by Preach
Sun Sep 16, 2007 7:56 pm
Forum: QuakeC Programming
Topic: Rocket Aiming
Replies: 6
Views: 2673

Won't that return true even after the frame that the rocket has been fired, so long as the player holds the fire button down?