This site is no longer active and is available for archival purposes only. Registration and login is disabled.

My Custom Map


Re: My Custom Map

Postby Diego Cueva » May 28, 2001 @ 9:36pm

Yeah, I know about this. But as I´m getting a good performance without this kind of optimization, I dont think it will be needed. :)
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby randall » May 29, 2001 @ 12:47pm

I've changed my site, and even have my own domain now. http://www.devastation3.com/<br><br>The other site will be removed in a couple days.<br><br>I also modified one of the tutorials. I'll post the modification here:<br><br>groups of brushes like a staircase increase r_speeds substantially. Select the entire staircase and make them a func_wall. VIS ignores func_wall while compiling, so even if the it is touching another brush it won't generate any more wpoly.<br><br>When 10 stairs are converted to a func_wall entity, you shave off about 20 wpoly.<br><br>func_wall doesn't block VIS, and it doesn't cast shadows. So it isn't advisable to use it for things like columns. Instead, use the "one unit" method.<br><br>In the image below, one of the columns doesn't cast a shadow because it is a func_wall. The other columns use the "one unit" method, and cast a normal shadow. The shadows add character and look much more realistic.<br><br>Image<br><br><br>Last modification: randall - 05/29/01 at 09:47:44
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 3:13pm

Ok, I created some txtures with Wally, added the texures to World Craft and then to my map. Now, everything works fine except for one thing: I can only see the textures from really close when playing the game... Any ideas?<br><br>Thanks,<br>Diego Cueva
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby Matt Keys » May 29, 2001 @ 3:35pm

I read somewhere that quake does not draw the textures all the way until you are close to them. this is to increase performence.
Matt Keys
Co-Founder
PocketMatrix.com
User avatar
Matt Keys
Site Co-Founder
 
Posts: 3243
Joined: Jan 24, 2001 @ 7:29pm
Location: Michigan, USA


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 3:47pm

But it only happens with MY textures... weird...<br>
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 4:48pm

In Quake the textures are drawn from a good distance, but it´s still too close IMO -since I´m using some of the textures to the outside part and they need to be seen from very far away. In PQ, the situation is even worse. I need to get VERY much close to the texture to see it.<br><br>Last modification: Diego Cueva - 05/29/01 at 13:48:05
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby randall » May 29, 2001 @ 5:29pm

It sounds like something to do with the Mipping. I haven't seen a problem to that degree though. What do you mean, you can't see the texture from far away... what DO you see? Can you post a screenshot?<br><br>Since the d_mipcap or d_mipscale is usually adjusted in pocketQuake in order to increase performance, that further verifies a problem with mipping.
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: My Custom Map

Postby Matt Keys » May 29, 2001 @ 5:36pm

Are you seeing grey walls? I had this problem before and never got around it. I ended up restarting the map from scratch.
Matt Keys
Co-Founder
PocketMatrix.com
User avatar
Matt Keys
Site Co-Founder
 
Posts: 3243
Joined: Jan 24, 2001 @ 7:29pm
Location: Michigan, USA


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 5:42pm

I dont see grey walls, I know what you mean. And it only happens with my textures. I will try to take a screenshot of it.<br>Last modification: Diego Cueva - 05/29/01 at 14:42:09
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 5:56pm

... ;D how do I take screenshots in PQ?
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby randall » May 29, 2001 @ 6:10pm

Take the screenshots from your desktop PC by pressing F12 (I think)<br><br>You have to bind a key in pocketQuake.<br><br>bind aux1 "screenshot"<br><br>If I remember right. Although I usually use something more tricky like this:<br><br>alias "photo" "r_drawviewmodel 0; crosshair 0; wait; screenshot; wait; r_drawviewmodel 1; crosshair 1"<br><br>bind aux1 "photo"<br><br>That gets rid of the weapon and crosshair temporarily while the screenshot is taken. Then it restores them.<br><br>Last modification: randall - 05/29/01 at 15:10:39
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 6:26pm

Ok, here it is (You may notice something familiar in the PC screen ;D) Now, the first screen is close, so I´m able to see the texture. The 2nd one is more far, so the result is a black texture<br>---http://sites.uol.com.br/hcueva/subscreenprob.jpg<br><br>Last modification: Diego Cueva - 05/29/01 at 15:26:52
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby randall » May 29, 2001 @ 6:49pm

It looks like the PocketMatrix forum is on the screen. :)<br><br>So if I am looking at the image correctly, there should be two computers, both with the same image on the screen?<br><br>It definately looks like a mipping problem. The only thing I can think of is that Wally isn't using the correct color palette to generate the mip textures.<br><br>Try this: open Wally, and open your texture- it should have a *.MIP extension. When the image opens, you should see one large image and three smaller ones. The three smaller ones are the mip textures- the texture you see from far away.<br><br>Since your texture is screwed, the large image should have the computer screen and the 3 mips should be black. Normally the 3 mips will look like a smaller version of the original texture.<br><br>Once you figure out what the *.MIP file looks like, you might be able to pinpoint the problem.<br><br>Last modification: randall - 05/29/01 at 15:49:20
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


Re: My Custom Map

Postby Diego Cueva » May 29, 2001 @ 8:28pm

yes, there is 3 little images attached to the main one. BTW, I saved the textures as .WAD files and not .MIP .... uhmmm
--------------------------

Last modification: Diego Cueva - 04/31/03 at 17:32:04
I´m currently listening to my PC´s fan
SMRF founder
Peace
User avatar
Diego Cueva
pm Insider
 
Posts: 2582
Joined: Mar 28, 2001 @ 9:06pm
Location: D.I.G. Secret Headquarters, Brazil


Re: My Custom Map

Postby randall » May 29, 2001 @ 8:34pm

I haven't tested the *.WAD format that Wally uses. I assume it works. Normally I save the file as a *.MIP, and then insert it into a WAD using Adquedit.
User avatar
randall
pm Insider
 
Posts: 3426
Joined: Feb 23, 2001 @ 4:02pm
Location: Schnoogie


PreviousNext

Return to Pocket Quake 1 and 2


Sort


Forum Description

Discuss Pocket Quake 1 and 2 by Dan East

Moderators:

Dan East, sponge, James S

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum