User:SirYodaJedi/Notepad: Difference between revisions
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{{note|I'm also going to port a bunch of other DoD 1.3 models, since they really deserve proper care and attention to be as high quality and faithful as possible. This includes splitting up submodels, creating collision meshes, and redoing UVs so that the textures can be padded to powers of two instead of upscaled (as upscaling would result in the textures being blurrier). Select models (such as the barbed wire) will also get variants which have had faces carefully subdivided in order to increase the quality of per-vertex static prop lighting.}} | {{note|I'm also going to port a bunch of other DoD 1.3 models, since they really deserve proper care and attention to be as high quality and faithful as possible. This includes splitting up submodels, creating collision meshes, and redoing UVs so that the textures can be padded to powers of two instead of upscaled (as upscaling would result in the textures being blurrier). Select models (such as the barbed wire) will also get variants which have had faces carefully subdivided in order to increase the quality of per-vertex static prop lighting.}} | ||
}} | }} | ||
{{tip|Since {{ent|prop_static}}s are lit per-vertex, subdividing them increases lighting quality. I use less-subdivided versions as {{ent|$lod}} models when doing this.}} | |||
Revision as of 13:27, 11 January 2024
Various unsorted notes. Feel free to copy this information elsewhere, but please don't remove or edit any information. If something is inaccurate, please post on my talk page or ping/PM me on Discord, so that I notice promptly.
General
| MAP/VMF | |
|---|---|
| X | -Y |
| Y | -X |
| Z | -Z |
This can be useful when manually combining static props with shared materials to reduce draw calls in
Source (improving performance), which is generally more reliable than automatic Static Prop Combine. I also use this when converting
Quake III patch meshes into prop_statics for porting to
Source, by putting an info_null where I want the prop_static's relative origin to be.
id Tech 2
GoldSrc
Example: $modelname "my_nickname\my_model.mdl"
Using relative paths instead of absolute paths is recommended, for privacy reasons.
zhlt_embedlightmap breaks water textures, because it results in textures that start with __, but water textures need to start with !. This results in the texture no longer being animated, waves no longer appearing, and backface culling being enabled. Additionally, the brush face is no longer subdivided every 64 units, which is required for waves to work correctly.
- Compile the map with the embedded lightmaps.
- Decompile the resulting map using BSP tree method.
- Extract the textures from the BSP. Change the prefix from
__to!. - Create a WAD with the renamed textures using
WadMaker (This streamlines the process of fog). - Open the decompiled MAP in a text editor, and do a find-and-replace edit to reflect the changed names of the func_water textures. Save the file.
- Open the .MAP in the map editor, and delete everything that isn't the water.
- Clean up any faulty geometry, then paste special into your original uncompiled map.
- If certain generated textures are identical, change the faces used by them to use the same texture (saving texture usage).
rendercolor of the brush entity. The303 has a table of a bunch of common speeds, but for calculating manually:
- R: Sign. 0 is positive, and 1 is negative.
- GB: 16-bit unsigned integer.
speed = (( G * 256 ) + B ) / 16
The latest versions of
MESS have a script that can calculate this automatically.