Q3- Invisible Barriers?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Munsie
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Joined: Thu Feb 02, 2006 7:12 pm

Q3- Invisible Barriers?

Post by Munsie »

Well, I started working on a project earlier this morning, and I'm just about done (minus a few spawns)

My only problem is when I load up the Devmap to test it, there are no invisible barriers..

I read somewhere that the 'caulk' texture is ignored by the engine, so I made a big texture of that, and snapped it around the map.. Now when I load the map I can't move and all the images pile up..

So, I return to Q3World, needing more help :icon33: I'll release it very shortly though.

~Munsie
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Foo
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Post by Foo »

The texture you are looking for is 'clip'.

And the squares you create are called 'brushes'.

Make a brush covered in the clip texture, and it will be a solid object in-game.

Don't encapsulate your entire level in it, because obviously then everything will be inside a solid object. Hence not being able to move.
Munsie
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Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

Ohk, Well, I think the no-moving problem I fixed just a second ago by hollowing it out, and it still seems to work..

Caulk is still all laggy when you look at it though, let me go try clip.

Thanks in advance,

~Munsie

::EDIT:: I tried that 'clip' texture, and when I look into 'nowhere land' it is still all laggy, like it drags out the images of the real map onto the outside world..

I guess I need a skybox kinda thing? Or?
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Foo
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Post by Foo »

check some tutorials out. A bit of knowledge on what each of the 'special' textures is intended for is always handy, and having all the terminology at your fingertips will prove v.useful when posting here about stuff :D

your level needs to be a completely sealed structure. By that I mean you need to build your level blocks without gaps. Imagine filling your level with water. If some water would leak out and fall into the infinite space, you need to plug those gaps.

use \r_clear 1 to get around the graphics smearing. This is not a permanent fix, when you release a level it can't have gaping holes in it.
Last edited by Foo on Fri Feb 03, 2006 4:20 pm, edited 1 time in total.
Munsie
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Post by Munsie »

True enough, I try to use the correct terms but 'nowhere land' seemed fitting at the time.

*Runs to read tuts*

~Munsie (omg I'm a gibblet)
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Foo
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Post by Foo »

"The Void" :)
obsidian
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Post by obsidian »

Hall of Mirror effect, AKA, HOM.

It's the actual technical term for the "laggy" effect that you're describing.

I highly recommend that you read this first since it will answer many of your questions and allow you to communicate with us better with the actual terms used by developers.

http://www.qeradiant.com/manual/Q3Rad_Manual/index.htm
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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