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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: YAY! A Tip from a grateful mappah!
Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 09:00 am
heheh, still is almost no compile time at all for a huge map!

Either way me = happy!
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 06:11 pm
the shorcut is there but it doesnt work to make it detail, i just checked. you do need a shader. :s24:
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 06:28 pm
You don't need a shader... the detail brush shortcut ( Ctrl+M ) works perfectly. When you select a brush and use ctrl + m, it converts it to a detail brush( and also deselects it). You can't tell any difference unless you toggle detail ( Ctrl+D ).

Also, remember to caulk the hidden faces on a detail brush( i.e. ones against the wall ) because detail brushes aren't clipped by world brushes (And those polygons are still rendered ).
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 07:41 pm
Quote (Dr. Nick @ July 28 2002, 1:28 pm)
Also, remember to caulk the hidden faces on a detail brush( i.e. ones against the wall ) because detail brushes aren't clipped by world brushes (And those polygons are still rendered ).

lol you are quoting me nick i was the one who said that a few days ago :s5:


now, look at this .map source, no matter how it appears in the editor it is not actually making your brush detail

{
"classname" "worldspawn"
// brush 0
{
( 96 152 0 ) ( -128 152 0 ) ( -128 -104 0 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
( -128 -104 8 ) ( -128 152 8 ) ( 96 152 8 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
( -128 -104 8 ) ( 96 -104 8 ) ( 96 -104 0 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
( 96 -104 8 ) ( 96 152 8 ) ( 96 152 0 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
( 96 152 8 ) ( -128 152 8 ) ( -128 152 0 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
( -128 152 8 ) ( -128 -104 8 ) ( -128 -104 0 ) unnamed 0 0 0 0.125000 0.125000 134217728 0 0
}
}





here is an example of a detail shader from shop.shader

textures/shop/clock
{
q3map_material Computer
damageShader textures/shop/clock_d 1
   {
       map $lightmap
   }
   {
       map textures/shop/clock
       blendFunc GL_DST_COLOR GL_ZERO
   }
   {
       clampmap textures/shop/clock2
       blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
       detail
       tcMod rotate 7
   }
}


any disbelievers now? :s27:
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 08:39 pm
Well, whatever i did fixed me map :)

But ohh man..  Ive got like 600000 boxes all over and stuff... thers no way im going to retexture them...

I didnt learn till i was almost done with the main part of creating in my map that i should make everything with caulk and then apply textures later... :(
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 28, 2002 10:54 pm
only n00bs cover their entire map in caulk like that. it wont help anything :s17: just make the box textures into detail shaders and cover the non-visible sides of the boxes in caulk, we have explained before why to do it this way and it will save HOURS of your time. if you dont make detail shaders then at least make those items into a func_wall to avoid excess face splitting.
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Monday, Jul. 29, 2002 02:53 am
Actually narc, you're wrong, the detail brush information IS stored in the brush. If you would of compared your detail brush to a standard brush, you would of noticed that the normal brush has THREE zeros at the end, instead of 134217728 0 0, like a detail brush.

Code Sample

// brush 0         The detail brush
{
( 252 80 72 ) ( 188 144 72 ) ( 192 144 68 ) prague/wall_marble 128 0 0 0.125000 0.125000 134217728 0 0
( 256 80 68 ) ( 192 144 68 ) ( 192 144 64 ) prague/wall_marble 128 0 0 0.125000 0.125000 134217728 0 0
( 232 64 64 ) ( 168 128 64 ) ( 168 128 72 ) prague/wall_marble2 0 96 0 0.125000 0.125000 134217728 0 0
( 232 64 16 ) ( 232 64 80 ) ( 272 64 80 ) prague/wood_1b 128 0 0 0.125000 0.125000 134217728 0 0
( 232 64 72 ) ( 168 128 72 ) ( 204 128 72 ) prague/wall_marble 128 0 0 0.125000 0.125000 134217728 0 0
( 256 80 64 ) ( 192 144 64 ) ( 152 144 64 ) prague/wall_marble 128 0 0 0.125000 0.125000 134217728 0 0
( 192 120 72 ) ( 192 120 64 ) ( 192 136 64 ) prague/wood_1b 0 0 0 0.125000 0.125000 134217728 0 0
}
// brush 1      The normal brush
{
( 256 -64 0 ) ( -160 -64 0 ) ( -160 -80 0 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
( -144 -80 64 ) ( -144 -64 64 ) ( 272 -64 64 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
( -144 -80 80 ) ( 272 -80 80 ) ( 272 -80 64 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
( 320 -80 80 ) ( 320 -64 80 ) ( 320 -64 64 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
( 272 -64 80 ) ( -144 -64 80 ) ( -144 -64 64 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
( -192 -64 80 ) ( -192 -80 80 ) ( -192 -80 64 ) prague/wall_wood3 0 0 0 0.125000 0.125000 0 0 0
}
}

See the difference?

The 134217728 is what signifies a detail brush. I'm guessing it is a flag, (some quick calculations ) and yes, it is. All flags are powers of two, and 134217728 is 2^27. The reason behind this takes a bit of programming knowledge. Flags are a power of two so they can be AND'ed together and take up less memory. ( For example instead of creating 10 different variables to hold flags, you can use each bit of one variable to represent a flag ).

134217728  can be held in a DWord (double word ), which is a 32 bit variable. That means it could hold 32 different flags, in one variable. 134217728 is represented as 1000 0000 0000 0000 0000 0000 0000 in binary. For flags, a 1 signifies being on, a 0 means off.

Why I just said all this is beyond me, I just wanted to prove that I wasn't blowing off steam when I said 134217728 is what makes it a detail brush.  :s24:  :s25:
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narc~rb
General Member
Since: Dec 23, 2006
Posts: 170
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Jul. 29, 2002 04:01 am
oops i didnt see that spawnflag -- good eyes man, i stand corrected :s10:
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Major Lee High~rb
General Member
Since: Dec 23, 2006
Posts: 359
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Monday, Jul. 29, 2002 05:38 am
lol
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Monday, Jul. 29, 2002 09:15 am
Quote (narc @ July 29 2002, 06:01 am)
oops i didnt see that spawnflag -- good eyes man, i stand corrected :s10:

Even without the explanation you should have known that it should be in the .map file :) Q3map.Exe (sof2map.exe) only uses the data stored in your mapfile. If it wasn't inthere, there would be no way for Q3map.exe to know which brushes were detail, meaning that if you would distribute your mapfile, everyone would have to apply detail to again ;)
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