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  • Spinvis
    replied
    keropi, did you relight the map as well in hmap2? If you did, you probably forgot to add the option -relight when doing so, cause if you do not use that option it will write .lit and .dlit data into the .bsp files instead of seperate .lit and .dlit files. Thus generating a different crc.

    Anyway, i love hmap2, it has nice options like:

    hmap2 -vis -ambientslime (-ambientslime enables the unused slime sound channel (not supported by most (all?) quake engines, normally slime uses the water channel))

    hmap2 -light -extra8x8 (antialiased lighting, even slower and better than -extra4x4) -relight (make a .lit and .dlit (for fast per-pixel lighting without shadowing) file for an existing .bsp without modifying the .bsp)

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  • keropi
    replied
    Thanks Seven!
    I wish I had seen it before, I vised my maps already
    The ROGUE ones took the most time LOL
    I will use yours just to be sure! thanks again!

    edit: I just checked my visd maps and yours... they have different crc32 LOL , I used hmap2 build_20100113 , I find it strange we get different crc's unless the rebuilt bsp's store extra information that is irrelevant to the map but differs from computer/os/whatever to another computer/os/whatever...
    also:



    Last edited by keropi; 05-10-2011, 11:37 AM.

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  • Seven
    replied
    Hello keropi,

    there is no need to VISpatch these maps, because it has alrady been done for:
    - Quake
    - Mission Pack 1
    - Mission Pack 2
    klick me


    You will find many VISed maps for other great fan-made episodes (such as travail) here

    Regards,
    Seven

    Leave a comment:


  • keropi
    replied
    thanks for the guide, I was confused with the various vispatch utils, but now all is clear

    I am getting this on hipnotic pak:

    Code:
    hmap2 by LordHavoc and Vic
    based on id Software's quake qbsp, light and vis utilities source code
    
    2 threads
    WARNING: CutNodePortals_r:new portal was clipped away
    WARNING: CutNodePortals_r:new portal was clipped away
    writing hip1m2.prt
     0.00 seconds elapsed
    will there be any problem?
    Last edited by keropi; 05-10-2011, 05:02 AM.

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  • BoylerBoi
    replied
    But not on OS X . Nevertheless, thanks for the hint!

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  • foq
    replied
    Get hmap on lordhavoc's download page here:
    LordHavoc's DarkPlaces Quake Modification

    There's even batch files that automate the process.

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  • Seven
    replied
    I will send you a PM.
    Please check your inbox later.

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  • grave_digga
    replied
    I also have no account @ fp.

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  • BoylerBoi
    replied
    Originally posted by dfsp_spirit View Post
    I found this link to QuakeVISUtils.zip and it works for me. Hope this is the right file.
    I have no account there

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  • MH
    replied
    Just like to add as well that Quake actually wasn't designed for translucent water. The original software Quake didn't have it, and it was hacked into GLQuake at a later date. The intention of this hack was to provide a feature that's "not very robust but cool to look at". Check out your "glquake.txt" file also, and remember that GLQuake was nothing more than an experiment on the way to Quake II (hence the fact that there are so many problems with it).

    Leave a comment:


  • dfsp_spirit
    replied
    I found this link to QuakeVISUtils.zip and it works for me. Hope this is the right file.

    Leave a comment:


  • grave_digga
    replied
    The link to the tools is not working anymore.

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  • BoylerBoi
    replied
    Originally posted by morari View Post
    The VISPATCH tools don't seem to want to run on my Windows7 rig. Is there someway to simply download the pre-patched files and throw them into my directory? It doesn't appear as thought I can get any kind of transparency from my water in DarkPlaces without doing this.
    Same question here!

    Leave a comment:


  • morari
    replied
    The VISPATCH tools don't seem to want to run on my Windows7 rig. Is there someway to simply download the pre-patched files and throw them into my directory? It doesn't appear as thought I can get any kind of transparency from my water in DarkPlaces without doing this.

    Leave a comment:


  • MH
    replied
    I can understand disabling chase_active and r_wateralpha because they can allow you to see parts of the map that you wouldn't otherwise, but rebinding keys is just plain evil.

    KEYBINDINGS BELONG TO THE PLAYER!

    Leave a comment:

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