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Take your time. Please dont feel to rush anything.
Your weather files will be used for the next years !
And should therefore be polished.
If you are not satisfied with some areas (like you described) try another arrangement/patchwork of cubes. Maybe your second trial will satisfy you.
Contributors are not in a competition at quakeone (though some people think we are).
I am very sure that your weather files will be beautiful.
One of them the angle of the walls are just too steep, the other I think I can deal with though sort of. I wish I could just make the origin higher and not have it raining inside the small passageway where these places intersect... oh well
It would be easy to fix if I had some map editing skills, I would just make a roof over that passage.
Roy, I am working my way to E3 and when I get there will comment you on the coordinates you made.
Seven:
I played around with coordinates you supplied in original post for E1M2 - back on 1st or 2nd page of this thread....and not sure if there was a newer revision for E1M2, but I noticed problems in one of the squares near yellow armor....it was way off, causing rain to fall inside a leaky roof in another area of map
These were my fixes:
[I also tried bumping up the Low Z on all the ones I adjusted in hopes of stopping the rain from falling through the floors and bridges, but I guess that does not help.]
There seems to be an issue with your hardcoded coordinates again...
(you remember, like the ones for babel map, I sent you)
The place you described looks as it should for me (when using .ent files).
There is as far as I know, only 1 yellow armor in this map.
There are 2 tiny roof cutouts there (a very nice map area by the way)
The rain falls exactly as it should there.
Please see screenshot, that I tried to make below.
Maybe you mean another map area ?
If not, I think your way of hardcoding the coordinates has some problems.
I have put my latest .ent files into post #2 or use "small mod compilation".
Regarding lower z-coordinate:
I told you about this issue before. The rain code is different then snow code in this manner.
Changing lower z does not help unfortunately...
I have read about R00k�s help in your mail today. That is great news !
I am happy that R00k could break the shell.
Heya Cobalt, cool. I am still working on them slowly, I get bored after doing one map sometimes as it can take quite a long time on the more complicated maps. I have to fix another map too as I noticed there was no rain falling in a certain place. =]
Yes, could have been typo on my part, but the ent file I copied from was the one you posted very early in this thread that contains the ones for this map. If no one else noticed it too, then I guess its due to how my code is interpreting the vectors....or I merely did a typo. I am going to reformat so the 1st one be the min, the 2nd be the max all the time, that way easier to remember.
If you ever get a chance, try Rooks code I posted:
If you ever want to see the parameters of a box filled with test models of bubble.spr
...its interesting as I am developing my mod because I spotted some locations where the min Z coordinate like in those 3 locations previously mentioned, was through some of a bridge / solid bsp part of the map, and for placing my sounds, it would conflict because its considered to be another part of the map, seperate from the intended locaiton. The ones near the yellow armor are not too bad because its all one open area, but the other one was in a closed off area. It would have been ice if the engine code generating the rain removed it once it exceeded the lower Z, then we would not see rain passing through the floor....unless we could in someway declare it to form into something else, like a sliding or accumulating drip like I mentioned before for the leaky roof modification.
I basically finished ent files for episode 3, a couple maps aren't perfect, but they are working mostly fine. There's a spot in Wind Tunnels I didn't do because I just couldn't get it right with the angles (where the quad damage is). There's a couple other spots where the clipping on the rain doesn't seem to work right, I think that's more an issue with Dark Places. I fixed the spot where the gold rune key is in e1m6 also.
This friday I'm gonna finish my exams, wish me luck guys!
But I've already made rainy .ent files for episode 4..
They're just previews and some needs to be edited yet..
I basically finished ent files for episode 3, a couple maps aren't perfect, but they are working mostly fine. There's a spot in Wind Tunnels I didn't do because I just couldn't get it right with the angles (where the quad damage is). There's a couple other spots where the clipping on the rain doesn't seem to work right, I think that's more an issue with Dark Places. I fixed the spot where the gold rune key is in e1m6 also.
Thank you for your time and effort creating the 3rd episode !!
Only one thing I would like to mention regarding your e1m6 file:
I did not do this map, because it cannot be done without issues.
The rain is falling through so many ceilings, where it shouldnt be, that I skipped this map. I wrote about the reasons in detail here: klick
Now, as I saw that you included a "e1m6_fix" I threw it in my maps folder and run the map.
It rains through many ceilings in passages below open area ones.
That is what I described and why e1m6 cannot be done without these "issues".
It is of course not your fault ! It is the code in DP.
I will try your ent files from 3rd episode soon.
Regarding the 4th episode:
Be sure to contact daniocampo1992.
He did the 4th episode already.
Hrm, regarding e1m6, it doesn't rain through the floor for me anywhere. At least not that I noticed anyways, I'll check more clearly. There's a couple maps in EP3 where it rains through the ceiling in a couple spots, but the rain acts like long diffuse splashes... which is pretty strange. I guess that it's a DP thing =]
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