Bounties upped, poll, things
Jago stepped up and doubled the amount of the .lit support and hint/skip/detail bounties for aguirRe’s tools. They are both 50$ now. Sweet!
I have not heard back from the Ogg Vorbis bountieer. If you read this, please send me a sign of life.
The origin brush bounty might be unnecessary. Enter Urre:
Origin brushes are overrated, you can do fine with the func_rotating->info_null combo to get origin, no need to specify it manually. (Or was it called rotate_object?)
I’m starting to feel like I should make a tutorial for this, as it’s still a problem.
If that would solve the issue for mappers, Urre would get the bounty.
← I can haz a mew poll.
I did not work on the site.
Everyone loves negke.
09.07.2010 17:17
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_.
09.07.2010 17:20
http://forums.inside3d.com/viewtopic.php?t=2345
http://forums.inside3d.com/viewtopic.php?t=2376
09.07.2010 17:22
Links to the i3d tutorials / discussion:
http://forums.inside3d.com/viewtopic.php?t=2345
and
http://forums.inside3d.com/viewtopic.php?t=2376
10.07.2010 23:17
Yep, bounty goes to Baker or Gb.
11.07.2010 03:36
Or whoever adds it to AguirRe’s compiler…
11.07.2010 19:47
Yeah, do a small bounty for adding this to tree/txqbsp.
15.07.2010 05:17
I’d really like to see the support added to txqbsp.
25.10.2010 19:40
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).
29.10.2010 23:59
… 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
30.10.2010 13:32
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. :-)
04.11.2010 14:44
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