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InsideQC Forums • View topic - equakeutils

equakeutils

Discuss the construction of maps and the tools to create maps for 3D games.

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equakeutils

Postby goldenboy » Wed Feb 08, 2012 1:46 pm

Managed to extract the Stuffit archive of equakeutils, which contains tools source modified by Frank Condello (ExtrasR4) to support hint/skip/detail brushes and func_water, as well as some stuff apparently from Open Quartz.

Repacked it into a zip file and upped here

http://www.quaketastic.com/upload/files ... eutils.zip

I imagine people like leileilol might already have this, and it might not be terribly useful to anyone, but now we have a zip file of it.
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Re: equakeutils

Postby andrewj » Thu Feb 09, 2012 12:25 am

I grabbed it, cheers.

Btw what is a "skip" brush?
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Re: equakeutils

Postby Ghost_Fang » Thu Feb 09, 2012 1:09 am

If i'm not mistaken, the bsp tool wont make/render/create any face(s) with that texture.
Allowing more optimized maps, for example you're on the street level of a city, you won't ever see the tops of the buildings, so you can put that skip texture on the top of the buildings so there wouldnt be any faces there.
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Re: equakeutils

Postby goldenboy » Tue Feb 14, 2012 12:37 am

Skip textured surfaces will be culled by the map compiler (or an external Skip tool).

They can be used if you have entity water, to remove the sides. They're also useful in connection with "fence textures" and various mapping tricks such as a method for fake windows, IIRC.
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Re: equakeutils

Postby qbism » Sun Aug 19, 2012 10:17 pm

Sweet, now I don't have to install stuffit trial/adware to check out this code.
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Re: equakeutils

Postby taniwha » Sun Aug 19, 2012 11:33 pm

I'll check it out, but I believe most of that stuff is in qf's bsp/vis/light.
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Re: equakeutils

Postby qbism » Mon Aug 20, 2012 5:09 pm

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Re: equakeutils

Postby goldenboy » Mon Aug 20, 2012 6:57 pm

func_water is pretty nice, but the extrasr4 version breaks in FTE and DP. Spike recently checked some code into the RMQ SVN to fix this.

Same for func_ladder from extras.
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Re: equakeutils

Postby metlslime » Mon Aug 20, 2012 7:22 pm

I'm curious how "detail" is supported in a meaningful way in Q1 BSP
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Re: equakeutils

Postby qbism » Tue Aug 21, 2012 4:27 am

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Re: equakeutils

Postby taniwha » Tue Aug 21, 2012 11:37 am

metlslime: via tricks with the portals written by the bsp compiler, which means the vis tool has to support them, too. They don't make much, if any, difference to the engine, but they can make a big difference to the vis tool.

qbism: I suspect you're right about func_water and qfbsp. It's the main thing that made me say "most" :) I'm pretty certain I got all the openquartz changes.

I haven't had time to check yet as I'm currently doing a forklift course... in Japanese :P
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Re: equakeutils

Postby qbism » Wed Aug 22, 2012 2:16 am

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Re: equakeutils

Postby ajay » Sat Jun 01, 2013 7:17 pm

Does func_water still emit light like regular water?
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Re: equakeutils

Postby qbism » Sun Jun 02, 2013 1:06 am

func_water doesn't block light when compiling the map if that's what you mean.
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Re: equakeutils

Postby negke » Sun Jun 02, 2013 7:26 am

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