Oh wow, that looks really nice!DaEngineer wrote:Here's the new textured backpack. The lighting on this shot is fully baked. It's a 1k texture, the mesh has 3220 tris. I'll prepare the files for integration into Quake soon, probably tomorrow.

Oh wow, that looks really nice!DaEngineer wrote:Here's the new textured backpack. The lighting on this shot is fully baked. It's a 1k texture, the mesh has 3220 tris. I'll prepare the files for integration into Quake soon, probably tomorrow.
Fruity wrote:I have a few questions about additional map capabilities with EntitiPlus:
1. What are the limits of the additional "entities" example (number of destructive walls etc.)
2. Can destruction be used, for example, in "curve brushe" or only structural brushes?
3. While I can use "BotClip" for Bots, so in the case of a player the location of portals visible through VIS may be a bit neglected?
Thank youEraser wrote:Oh wow, that looks really nice!
Are not.Eraser wrote:3. I'm not entirely sure what you mean here. botclip and VIS aren't really related to each other, are they?
I tend to throw enormous amounts of botclip in my EntityPlus maps. For starters, I pretty much wall off each area where bots spawn to keep the bots contained to roughly that room where they spawn. Otherwise you sometimes end up with bots just roaming around the map, in worst cases to some point of "interest" and they just stick around there. With Dimension of Evil, I did actually run into problems where Q3 would crash for some mostly unknown reason. I can't exactly remember what happened or why I realized it had to do with the AAS file, but after that I clipped off large sections of the map where bots would never come (including upper parts of rooms with high ceilings and such). It massively improved compile time and solved the error.Fruity wrote:For bots, I can use BotClip (+ ClusterPortal - in some places) wherever there are brushes with the possibility of destruction / demolition (walls, ceilings etc.) in order to create an .aas file easier, of course, if it does not affect the map scenario.
func_breakable brush groups are entities and entities never block vis. I don't know what sort of tris counts are doable by the engine on modern day hardware, but I guess you'd have to really push the game hard to run into problems there. Honestly, for my EntityPlus maps, vis was never something I actually considered optimizing. There's not a single areaportal or hint brush in there. It was never necessary.Fruity wrote:As for the player, the number of portals seen may be important, because (it seems to me) that all brushes with "func_breakable" will be treated as if they were not present at all by the VIS compiler and you have to bear this in mind when designing the map. Am I right or is it a completely different ...?
My bad, I messed up the path inside the zip file, but had the right folder structure when I tested it.Eraser wrote:The filename is hardcoded, yes.
But two things. First thing is that your assets are packed directly in the "powerups" folder, whereas they were in "powerups/backpack" before. Second thing is that I don't think Quake 3 supports obj models in-game? I know q3map2 can convert obj to map geometry, but I believe that's a q3map2 thing. Even with the pathname fixed and the reference in the code changed to the new file name, I still get the red/blue/green placeholder thing.
Just send me them bitcoins.Theftbot wrote:Are they free to use in other projects tho?
What do you think, is a smoke effect like this better?obsidian wrote:@Eraser: the green glow is a bit... much IMO. Maybe a faint glowing sprite? You can add some shader effects to make it pulse or use some particle effects.
Or maybe it's Socks old lunch in there =)obsidian wrote:Maybe try something like sparkles or a floor decal? It does look like there's socks or old lunch inside the pack.
I get what you're saying. Maybe the green glow effect similar to the armor shard would be an idea:Hipshot wrote:I actually think you should make this more consistent to what the other items are in Quake 3, not go for some more "personal style". You have either the torus that circles around the powerups, you have the transparent sphere around health items, or just "nothing" except for the shine that goes across the medkit and teleporter.
Existing maps don't use this feature, it's something that needs to be specifically set up by the level designer.Hipshot wrote:Oh, bot drops loot. That's quiet nice I must say. Like, any item then? Can it be set up to be a chance to drop?