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Posted: Wed Oct 26, 2005 1:10 pm
by axbaby
just basic compile options

sett bsp_menuitem0 "bsp"
sett bsp_menuitem1 "bsp noflood"
sett bsp_menuitem2 "bsp shadowOpt 2"
sett bsp_menuitem3 "bsp -noaas"
sett bsp_menuitem4 "separator"
sett bsp_menuitem5 "bsp copy game"
sett bsp_menuitem6 "bsp copy game -noaas"
sett bsp_menuitem7 "bsp shadowOpt 2 copy game"
sett bsp_menuitem8 "separator"
sett bsp_menuitem9 "bsp -aasonly 32"
sett bsp_menuitem10 "bsp -aasonly 48"
sett bsp_menuitem11 "bsp -aasonly 96"
sett bsp_menuitem12 "bsp -aasonly 250"
sett bsp_menuitem13 "bsp -aasonly ALL"

Posted: Wed Oct 26, 2005 2:43 pm
by Grudge
If I'm not mistaken, you only need to compile a bsp if you are going to create an aas, which is not needed for MP maps (since there are no bots).

Posted: Wed Oct 26, 2005 3:13 pm
by Fjoggs
just type dmap "mapname" in the console dammit! >:E

Posted: Fri Oct 28, 2005 10:28 pm
by axbaby
but but what if i don't want the game running while i compile .. i find it usefull to run bsp in rad because i can see in real time if my geometry is going to work.

i spent some time on some fancy patch work just to have the editor tell me i had bad triangles during bsp.
hi Fjoggs

my sysytem can't handle rad and q4 at the same time

Posted: Sat Oct 29, 2005 5:45 am
by wviperw
riddla wrote:Please for the love of fluffy bunnies someone make some quality CTF maps (which can magically double as TDM maps) :!:
I'd give the guy or girl who did this a gigantic cookie considering the fact that CTF maps *just don't work* as TDM maps. :)

Posted: Tue Nov 01, 2005 2:18 am
by Bill Brooks
Doing a map for Q4 its been along time since I did any maping for a Quake game but started a map last night and I feel the old maping bug biting me again.
It is cool seeing the lighting on the fly.
Also cool to see so many old timers still posting here.

I might even finish this map that I started lastnight then again maybe not.
I think its time to go bug Ford Dye for some insider tips on Q4 maping.

Posted: Tue Nov 01, 2005 11:21 am
by Fjoggs
axbaby wrote:hi Fjoggs

my sysytem can't handle rad and q4 at the same time
hi axbaby
your system takes a dive if you press F2 in the editor? :o

Posted: Tue Nov 01, 2005 2:20 pm
by axbaby
ya , i have to exit the editor or else i get 1 fps in q4 and my desktop get's all weird.
very very bright and stays that way even after exiting q4.
in the editor i get a real good idea what the map lighting etc will look like anyway without starting q4.

right now i'm just testing the editor ,i've made several maps some to test how to make visportals the best way and others on how to make less triangles with better construcution techniques.

i've been messing with a remake of q3dm6 and i'm thinking it's impossible to duplicate it in q4 with a decent framerate.
that's why i'm testing the limits of q4 so i can
make a similar style map but at a steady 60fps.

all the q4 default maps are made for easy visportals and the
maps suffer as far as looks go.

gloriffied boxy quake1 maps with better texturing and lighting.

currently remaking my q3wca2 map and have another idea started

Posted: Tue Nov 01, 2005 3:10 pm
by Fjoggs
Well, you can simply type dmap anyway, when you've opened q4 for testing. :p

Posted: Tue Nov 01, 2005 3:19 pm
by rgoer
Grudge wrote:If I'm not mistaken, you only need to compile a bsp if you are going to create an aas, which is not needed for MP maps (since there are no bots).
Basically, you need to process your map file any time you make geometry changes (an asterisk will appear by the filename in the window titlebar to denote that a change requiring a re-process has occurred).

For MP you can freely process your maps without generating AAS, but you still need to process them to generate a proc and cm file. If you make geometry changes without reprocessing, your proc and cm files can become unlinked from your map itself, and when you load it up you can have missing lights (or no lights at all), wacky collision, etc etc.

The bright side is that bsp processing an MP map takes about thirty seconds (or less).

Posted: Thu Nov 10, 2005 11:31 pm
by evillair
I'm working on a set of textures for Quake4...

[edit]darn, I lost my custom icon/text thingy[/edit]

Posted: Thu Nov 10, 2005 11:35 pm
by Hipshot
Looks nice. Any release soon evil? I was actually thinking of using some of those in a Q3 map, which I can't show a pic of here, but they would fit nicly.

Posted: Thu Nov 10, 2005 11:49 pm
by evillair
Thanks Hipshot, the diffuse only wouldn't work too well in q3 though.

Yeah, I should be releasing them pretty soon.
It's just a simple little set to get back into texturing for Quake games; I hardly texture anymore except sometimes at work and I don't have much free time these days. :paranoid:

Posted: Fri Nov 11, 2005 9:14 am
by Lukin
Nice. My only concern is that this set has a "tech base" style - there are plenty of such styled textures in "D3" and in "Q4". A gothic set - that would be a smash hit :icon25:

Posted: Fri Nov 11, 2005 12:23 pm
by Fjoggs
Is that a rextextured version of a stock map? Just curious :D

Posted: Sat Nov 12, 2005 12:01 am
by evillair
Fjoggs wrote:Is that a rextextured version of a stock map? Just curious :D
yup

Posted: Wed Nov 16, 2005 7:24 pm
by Geit
I might just start mapping again, quake4 looks interesting enough.
I'm new to the whole doom3 engine though so I'd need to look into that first ;)

Posted: Wed Nov 16, 2005 7:55 pm
by +JuggerNaut+
Geit wrote:I might just start mapping again, quake4 looks interesting enough.
I'm new to the whole doom3 engine though so I'd need to look into that first ;)
i hope you do. geitdm6, chickenteam ctf, and geit3dm7 were some of my fave customs. :icon14:

Posted: Fri Nov 18, 2005 6:04 pm
by Techx
+JuggerNaut+ wrote: i hope you do. geitdm6, chickenteam ctf, and geit3dm7 were some of my fave customs. :icon14:
hell yeah! I loved geit's maps :D