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InsideQC Forums • View topic - Tutorial: Rotating Brush Models for QuakeWorld

Tutorial: Rotating Brush Models for QuakeWorld

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Postby goldenboy » Mon Jan 18, 2010 2:49 pm

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Postby Baker » Tue Jan 19, 2010 2:50 am

Avirox, you kick ass in so many ways I'm at a loss for words [like usual] ...

NetQuake prototype adaption from this tutorial:

FitzQuake085 with rotating brush support: [@Rook --- Download fixed]

Sample rotating object (rotate.bsp and rotate.map compiled with LordHavoc's new version of hmap2):

The ancient engine rotation tutorial resulted in grenades and rockets not properly colliding and would go thru the entity half the time.

I did NOT do anything equivalent of PM_PlayerTrace (or whatever). That seems to be a prediction related function as far as I can tell and there wasn't an NQ equivalent as far as I can tell.

(One of the superior powers-that-be correct me if I'm wrong ^^)

The Avirox modification version the rockets collide properly. I am concern that the player might not collide properly due to the above but I'm not 100% sure at the moment where I go to fix that.
Last edited by Baker on Tue Jan 19, 2010 3:31 am, edited 1 time in total.
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Postby Baker » Tue Jan 19, 2010 3:20 am

More notes ...

In the Fitzquake085_Avirox, the ride aboard the rotating entity is a little jerky.

In DarkPlaces, it is not.

So I switched DarkPlaces to the Quake protocol and restarted the map. Jerky.

A guess: MH said something about smooth rotation on his blog, something about changing an angle from a byte to a long and I'm guessing DPP7 has this as well.

Any "QSB standard" implementation should have that protocol modification for smooth rotation.
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Postby LordHavoc » Tue Jan 19, 2010 3:23 am

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Postby r00k » Tue Jan 19, 2010 3:26 am

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Postby Baker » Tue Jan 19, 2010 3:40 am

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Postby LordHavoc » Tue Jan 19, 2010 6:51 am

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Postby metlslime » Tue Jan 19, 2010 7:10 am

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Postby Baker » Tue Jan 19, 2010 7:37 am

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Postby LordHavoc » Wed Jan 20, 2010 3:30 am

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Postby mh » Wed Jan 20, 2010 11:49 am

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Postby Baker » Sat Jan 23, 2010 3:51 pm

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Postby Spirit » Sat Jan 23, 2010 6:10 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Baker » Fri Feb 05, 2010 11:46 am

Image

Yes, that's the origin brush marker. And no, the traditional Quake compilers don't support it yet. STILL, the origin brush's center X Y Z can be typed into the origin field. The QuakeC followed by an fgd for Worldcraft plus a tutorial or 2 and a sample map is my main priority since this is so close now.

Image

Image

Image

Image

Trying to get there ... this engine modification combined with LordHavoc's modifications to his compiler work very well together.

I noticed that rotation and txqbsp does not entirely. But neither does it not. Txqbsp seems to be compatible with the doors, but not stationary rotating objects that spin.

I did look at the changes LordHavoc made to the compiler to see how extensive the changes were. I about half understood it.

But the QuakeC is the true barrier, atm. Not only does LordHavoc's hmap2.exe compiler support rotation, so does Half-life BSP and txqbsp seems good to go for doors.

And an adaptation of Avirox's QuakeC for Quake-Life plus looking at how Quake 2 handles rotating doors makes the rest of the road map on this clear ...

And for the byte angle versus float angle thing, I have a hilarious solution for a 90%/10% solution to make the jerky be silky smooth for single player without messing with the protocol or the demos (it's kind of like how JoeQuake deals with maxfps ;) )
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Postby Teiman » Fri Feb 05, 2010 1:52 pm

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