Comments on: Bounties upped, poll, things http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/ The greatest Quake 1 Singleplayer site on this planet. Tue, 09 Aug 2011 22:15:18 +0000 hourly 1 By: RickyT23 http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2719 RickyT23 Thu, 04 Nov 2010 13:44:37 +0000 http://www.quaddicted.com/?p=1157#comment-2719 Yeah - so mh made AguirRe's light tool work with .lit files. Only problem is that there is no sunlight colour, but I think if I ask him really nicely he might put that in!!! It seems very stable, cuase it compiled my latest maps lights with ease, and the bloody map breaks almost all of the limits ever, ever, ever, part XXXI Yeah – so mh made AguirRe’s light tool work with .lit files. Only problem is that there is no sunlight colour, but I think if I ask him really nicely he might put that in!!! It seems very stable, cuase it compiled my latest maps lights with ease, and the bloody map breaks almost all of the limits ever, ever, ever, part XXXI

]]>
By: Spirit http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2711 Spirit Sat, 30 Oct 2010 12:32:00 +0000 http://www.quaddicted.com/?p=1157#comment-2711 Yeah, I think I'd prefer that. hmap2 is cross-platform by design and at least marginally more actively maintained. LH surely is welcoming patches and the like. Performance seems on par with the multi-threaded WVis. I tried with some warpspasm maps yesterday. warpc segfaulted its bsp run though. :-) Yeah, I think I’d prefer that. hmap2 is cross-platform by design and at least marginally more actively maintained. LH surely is welcoming patches and the like. Performance seems on par with the multi-threaded WVis. I tried with some warpspasm maps yesterday.

warpc segfaulted its bsp run though. :-)

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2703 gb Fri, 29 Oct 2010 22:59:41 +0000 http://www.quaddicted.com/?p=1157#comment-2703 ... Or alternatively, porting the remaining niceties from bjp to hmap2, mainly Light features: _sunlight and _sun_mangle read from worldspawn - this is probably the easiest method for creating sunlight ever _sunlight2 (second sunlight / "outdoor minlight") _anglesense -shadowsense and _sunlight3 "mangle" and "_softangle" to easily create spotlights (without info_null) antilights local minlight -soft option … Or alternatively, porting the remaining niceties from bjp to hmap2, mainly Light features:

_sunlight and _sun_mangle read from worldspawn – this is probably the easiest method for creating sunlight ever

_sunlight2 (second sunlight / “outdoor minlight”)

_anglesense

-shadowsense and _sunlight3

“mangle” and “_softangle” to easily create spotlights (without info_null)

antilights

local minlight

-soft option

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2686 gb Mon, 25 Oct 2010 18:40:58 +0000 http://www.quaddicted.com/?p=1157#comment-2686 Spirit, the origin brush bounty as well as the qc code for origin rotation bounty are unnecessary by now. hmap2's bsp compiler now supports proper rotation by origin, with collision, both by directly setting origin in the editor, and by targetting an info_null or something. There is also qc code for that now; I think the most advanced stuff is at the RMQ blog for download - kneedeepinthedoomed.wordpress.com. What remains is porting the map compiler support from hmap2 to bjp (TXqbsp, Treeqbsp). Spirit, the origin brush bounty as well as the qc code for origin rotation bounty are unnecessary by now.

hmap2′s bsp compiler now supports proper rotation by origin, with collision, both by directly setting origin in the editor, and by targetting an info_null or something.

There is also qc code for that now; I think the most advanced stuff is at the RMQ blog for download – kneedeepinthedoomed.wordpress.com.

What remains is porting the map compiler support from hmap2 to bjp (TXqbsp, Treeqbsp).

]]>
By: Baker http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2499 Baker Thu, 15 Jul 2010 04:17:45 +0000 http://www.quaddicted.com/?p=1157#comment-2499 I'd really like to see the support added to txqbsp. I’d really like to see the support added to txqbsp.

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2493 gb Sun, 11 Jul 2010 18:47:48 +0000 http://www.quaddicted.com/?p=1157#comment-2493 Yeah, do a small bounty for adding this to tree/txqbsp. Yeah, do a small bounty for adding this to tree/txqbsp.

]]>
By: ijed http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2492 ijed Sun, 11 Jul 2010 02:36:58 +0000 http://www.quaddicted.com/?p=1157#comment-2492 Or whoever adds it to AguirRe's compiler... Or whoever adds it to AguirRe’s compiler…

]]>
By: ijed http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2490 ijed Sat, 10 Jul 2010 22:17:08 +0000 http://www.quaddicted.com/?p=1157#comment-2490 Yep, bounty goes to Baker or Gb. Yep, bounty goes to Baker or Gb.

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2486 gb Fri, 09 Jul 2010 16:22:02 +0000 http://www.quaddicted.com/?p=1157#comment-2486 Links to the i3d tutorials / discussion: http://forums.inside3d.com/viewtopic.php?t=2345 and http://forums.inside3d.com/viewtopic.php?t=2376 Links to the i3d tutorials / discussion:

http://forums.inside3d.com/viewtopic.php?t=2345

and

http://forums.inside3d.com/viewtopic.php?t=2376

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2485 gb Fri, 09 Jul 2010 16:20:56 +0000 http://www.quaddicted.com/?p=1157#comment-2485 http://forums.inside3d.com/viewtopic.php?t=2345 http://forums.inside3d.com/viewtopic.php?t=2376 http://forums.inside3d.com/viewtopic.php?t=2345

http://forums.inside3d.com/viewtopic.php?t=2376

]]>
By: gb http://www.quaddicted.com/quaddictedcom/bounties-upped-poll-things/comment-page-1/#comment-2484 gb Fri, 09 Jul 2010 16:17:26 +0000 http://www.quaddicted.com/?p=1157#comment-2484 The origin brush thing is solved; Baker made a program to run in front of hmap2 that converts origin brushes to origin keys, and there was recently a discussion and lots of code posted at i3d about how to add support to an engine, and how to do it in QC. The threads were by Baker, the original code by avirox or possibly from Quake 2, the map compiler fix is by Lord Havoc, and I forgot who the original tutorial is by. Updated QC code (using rotate_blah and info_null instead of an origin brush) comes from RMQ, inspiration indeed by Urre. What's necessary isn't origin brush support anymore, what's needed in map compilers is the same fix that was done by Lord Havoc in hmap2. Map compiler (QBSP) must support setting the origin on rotating bmodels properly. Atm, only hmap2 supports that, so it would be worth a bounty to make tree / txqbsp play along nicely. Engine must support that too; atm, DP, FTE, Proquake, Qrack and RMQ engine support that as far as I know. The tutorial is on i3d and was written by Baker, adapted from Avirox, and the original tutorial is from the old QSG collection I think. Anyway, anything that starts with rotate_ will get its origin from a point entity it targets. This behaviour is part of hiprotate support. After Urre banged my head against that fact a couple times, this is how RMQ does it now. Placing an info_null in the map compiler is just as easy as using origin brushes, and works in all editors, and doesn't need the converter program. Manually giving the bmodel an origin key works in theory, but Worldcraft doesn't play along with this, hence the info_null method is the easiest overall IMO. And yeah, rotate_object ;-) or anything else that starts with rotate_. The origin brush thing is solved; Baker made a program to run in front of hmap2 that converts origin brushes to origin keys, and there was recently a discussion and lots of code posted at i3d about how to add support to an engine, and how to do it in QC. The threads were by Baker, the original code by avirox or possibly from Quake 2, the map compiler fix is by Lord Havoc, and I forgot who the original tutorial is by. Updated QC code (using rotate_blah and info_null instead of an origin brush) comes from RMQ, inspiration indeed by Urre.

What’s necessary isn’t origin brush support anymore, what’s needed in map compilers is the same fix that was done by Lord Havoc in hmap2.

Map compiler (QBSP) must support setting the origin on rotating bmodels properly. Atm, only hmap2 supports that, so it would be worth a bounty to make tree / txqbsp play along nicely.

Engine must support that too; atm, DP, FTE, Proquake, Qrack and RMQ engine support that as far as I know. The tutorial is on i3d and was written by Baker, adapted from Avirox, and the original tutorial is from the old QSG collection I think.

Anyway, anything that starts with rotate_ will get its origin from a point entity it targets. This behaviour is part of hiprotate support. After Urre banged my head against that fact a couple times, this is how RMQ does it now.

Placing an info_null in the map compiler is just as easy as using origin brushes, and works in all editors, and doesn’t need the converter program.

Manually giving the bmodel an origin key works in theory, but Worldcraft doesn’t play along with this, hence the info_null method is the easiest overall IMO.

And yeah, rotate_object ;-) or anything else that starts with rotate_.

]]>