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Fix WarsowEntities.qrk
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Topic: Fix WarsowEntities.qrk (Read 1883 times)
X7
Sr. Member
Posts: 132
Quake II
Fix WarsowEntities.qrk
«
on:
May 16, 2008, 12:51:19 PM »
http://quark.sourceforge.net/forums/index.php?topic=17.msg61#msg61
Quote from: cdunde on May 14, 2008, 12:16:43 AM
Please attach a copy of your Warsow Entities.qrk file to a post here so I can check it out.
You don't want worldspawn in any of the entities? All other games have it, but since QuArK's Newmap supplies a worldspawn it really isn't needed in any of them, but still good to have there for consistency with the other games.
BTW, once I make the revised release I probably will not be doing much more, if any, further developing with QuArK so you will need to pass these things on to Dancing Dan.
Thanks,
cdunde
Here my Fix WarsowEntities.qrk & a QuArk.pk3 so you can view the Health items & item_warshell in 3D views.
http://www.deaconstomb.org/uploaders/uploads/WarsowEntities.zip
X7
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DanielPharos
Global Moderator
Hero Member
Posts: 966
Dancing Dan
Re: Fix WarsowEntities.qrk
«
Reply #1 on:
May 16, 2008, 01:10:38 PM »
OK, I'll check it out and add it to QuArK. Thank you!
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X7
Sr. Member
Posts: 132
Quake II
Re: Fix WarsowEntities.qrk
«
Reply #2 on:
May 20, 2008, 07:13:44 AM »
Some fixes
mapquake2entitylines.py - Add the Lazarus, func_rotating_dh, func_door_rot_dh, func_door_swinging, func_trackchange
mapquake3entitylines.py - Fix Displays axis for rotating entities
mapwarsowentitylines.py - New for WarSow Displays axis for rotating entities and jump-archs for push-entities.
mapkingpinentitylines.py - New for KingPin Displays axis for rotating entities
deckerutils.py - Fix Displays axis for rotating entities, by Find origin by searching for poly under entity which has the ORIGIN texture.
WarsowEntities.qrk - Fix some things, added some other enities no listed in the entities.def but found in the warsow_0.42_src.
http://www.deaconstomb.org/uploaders/uploads/WarsowEntities.zip
X7
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jal
Newbie
Posts: 5
Re: Fix WarsowEntities.qrk
«
Reply #3 on:
May 24, 2008, 02:38:22 AM »
Wow, nice, thanks!
I'm afraid most of those wrong models are my fault. The game code keeps changing and it's too hard to remember to update the entities.def with every change.
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: Fix WarsowEntities.qrk
«
Reply #4 on:
May 24, 2008, 08:46:59 AM »
Well...if you are using QuArK, wouldn't updating a master copy of the WarsowEntities.qrk file as a standard project procedure help
Then that could be used by all of your project members to update their copies and then just post it here every couple of months or so to be updated in the official QuArK release, CVS, files as well.
HTH.....(shhhhhh....I got bored so I'm coming back....but only you and I know that....right ?
)
cdunde
«
Last Edit: May 24, 2008, 08:50:18 AM by cdunde
»
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X7
Sr. Member
Posts: 132
Quake II
Re: Fix WarsowEntities.qrk
«
Reply #5 on:
May 24, 2008, 09:39:33 AM »
Quote from: cdunde on May 24, 2008, 08:46:59 AM
Well...if you are using QuArK, wouldn't updating a master copy of the WarsowEntities.qrk file as a standard project procedure help
Then that could be used by all of your project members to update their copies and then just post it here every couple of months or so to be updated in the official QuArK release, CVS, files as well.
HTH.....(shhhhhh....I got bored so I'm coming back....but only you and I know that....right ?
)
cdunde
Welcome back cdunde
Happy to see you again
I posted the WarsowEntities.qrk and *.py plugin so you guy's can check them out, and have them in the next update of QuArk.
Also finding text errors in the UserData *.qrk I'll post them when I'm done look at all of them.
X7
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: Fix WarsowEntities.qrk
«
Reply #6 on:
May 24, 2008, 07:11:09 PM »
Quote from: X7[Q2C] on May 24, 2008, 09:39:33 AM
I posted the WarsowEntities.qrk and *.py plugin so you guy's can check them out, and have them in the next update of QuArk.
Yes, I've been checking those out.
A couple had a number of entity check "if" statements in them but since it only processes one entity at a time
I changed those to "elif" for more proper code handling as they go through,
unless there was a specific reason you did it that way. If so please let me know the details.
Also, the only one that looked questionable was the
"common/origin"
that you changed in there.
Because QuArK is a multi-game editor we can not hard code something like that because like for Quake 2 it's origin texture is located in its e1u1 folder....so you can see where that would be a problem.
(I know in its config it shows common\origin, not sure if that is correct)
I use console print statements to test things like this but I could not figure out what the steps were to get this function to work. Maybe you can give me a click-by-click instructions on how to activate it so I can do some more testing with it.
If it does not give the proper origin texture location then I can use code that will get it from the Defaults.qrk file for each game's config setting of its "Default origin texture" and that would handle Warsow's as well.
Quote
Also finding text errors in the UserData *.qrk I'll post them when I'm done look at all of them.
I will do that, thanks for your help.
cdunde
«
Last Edit: May 24, 2008, 07:19:18 PM by cdunde
»
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X7
Sr. Member
Posts: 132
Quake II
Re: Fix WarsowEntities.qrk
«
Reply #7 on:
May 24, 2008, 11:31:20 PM »
ok I looked at the plugin that use the entitylines for rotating entities.
maphalflifeentitylines.py
mapkingpinentitylines.py
mapquake2entitylines.py
mapquake3entitylines.py
mapsylphisentitylines.py
mapwarsowentitylines.py
Don't have Half Life, so I just map a test map, from what I see is that the rotating entities uses ORIGIN texture.
For Quake 3 & Warsow, uses the same texture on rotating entities uses common/origin texture.
I have converted the Quake 3 bsp to map a imported them into QuArk Explorer Groups.
On some of the rotating entities eg: in map Q2dm15 func_pendulum they don't use the common/origin texture, it use the origin Arg for axis.
For Quake 2 & KinPin, uses Origin-texture-flag set, that the poly use for the origin of the rotating entities can be any texture, but the texture used as the origin must have on all faces flags set to Brush Contents = 16777216 - origin.
I have seen some maps that did it that way.
All the Game maps for Quake2 use the e***/origin.wal with all faces flags set to Brush Contents = 16777216 - origin.
Sylphis look like is uses "Displays varius lines assosiated with Sylphis" nothing to do with rotating entities.
Ok here is what I did in the deckrutils.py, put the ORIGIN back where I change it to common/origin, so Half Life will show the line on rotating entities.
For Quake 3 & Warsow, copy the "def FindOriginTexPolyPos(entity):" see below,
and made a new "def FindOriginTexPolyPos
2
(entity):"
Then I edited line 30 in mapquake3entitylines.py / mapwarsowentitylines.py, and put the
2
at the end so these game will use that one when using rotating entities.
30 FindOriginFlagPolyPos = plugins.deckerutils.FindOriginTexPolyPos
2
Also fix where i had the if to elif. Thanks
Quote
def FindOriginTexPolyPos(entity):
"Find origin by searching for poly under entity which has the ORIGIN texture"
subpolys = entity.findallsubitems("", ":p", ":g")
for i in subpolys:
subfaces = i.findallsubitems("",":f",":g");
# Make sure that all faces on poly contains the ORIGIN texture
foundoriginpoly=1
for j in subfaces:
if not j["tex"]=="ORIGIN": # If just one face does not contain the ORIGIN texture, its not an origin-poly
foundoriginpoly=0
break
if foundoriginpoly==1:
return ObjectOrigin(i) # give me the origin of the poly
return None
def FindOriginTexPolyPos
2
(entity):
"Find origin by searching for poly under entity which has the common/origin texture"
subpolys = entity.findallsubitems("", ":p", ":g")
for i in subpolys:
subfaces = i.findallsubitems("",":f",":g");
# Make sure that all faces on poly contains the common/origin texture
foundoriginpoly=1
for j in subfaces:
if not j["tex"]=="common/origin": # If just one face does not contain the common/origin texture, its not an origin-poly
foundoriginpoly=0
break
if foundoriginpoly==1:
return ObjectOrigin(i) # give me the origin of the poly
return None
def FindOriginFlagPolyPos(entity):
"Find origin by searching for poly under entity which has the Origin-texture-flag set"
subpolys = entity.findallsubitems("", ":p", ":g")
for i in subpolys:
subfaces = i.findallsubitems("",":f",":g");
# Make sure that all faces on poly contains the Origin-texture-flag
foundoriginpoly, flags = 1, 0
for j in subfaces:
try:
flags = int(j["Contents"])
except:
flags = 0
if not (flags & 16777216): # If just one face does not contain the Origin-texture-flag, its not an origin-poly
foundoriginpoly=0
break
if foundoriginpoly==1:
return ObjectOrigin(i) # give me the origin of the poly
return None
X7
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: Fix WarsowEntities.qrk
«
Reply #8 on:
May 25, 2008, 02:28:07 AM »
Just to keep things simple and make sure those changes get done right can you zip the updated files and post them here please.
Thanks.....good work
cdunde
BTW, I've already committed your last copy of the WarsowEntities.qrk file to our CVS for future releases and
posted a link to download the pak file on our site under "Game paks".
http://quark.sourceforge.net/download_gamepaks.php
I did change its name to QuArK_Warsow_files.pk3 and added some textures that were missing like common\origin.tga and common\skip.tga along with a few others. The renaming keeps things straight for plp that might have other game packs we've made up.
«
Last Edit: May 25, 2008, 02:31:45 AM by cdunde
»
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X7
Sr. Member
Posts: 132
Quake II
Re: Fix WarsowEntities.qrk
«
Reply #9 on:
May 25, 2008, 10:37:30 AM »
Here you go.
http://www.deaconstomb.org/uploaders/uploads/deckerutils.zip
Cool I'll grab a copy of QuArK_Warsow_files.pk3.
Did not see some of the common/*.tga I grab some from Quake 3 to use when testing.
X7
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: Fix WarsowEntities.qrk
«
Reply #10 on:
May 25, 2008, 01:31:35 PM »
Awesome !
Thanks....
Yeah...we got -ya-covered....
cdunde
Update:
Yeah....those look great! I just committed them to our CVS for future releases
and made a posting in our NEWS.txt file that goes with them for you.
«
Last Edit: May 25, 2008, 02:20:28 PM by cdunde
»
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jal
Newbie
Posts: 5
Re: Fix WarsowEntities.qrk
«
Reply #11 on:
May 26, 2008, 03:53:54 PM »
Quote from: cdunde on May 24, 2008, 08:46:59 AM
Well...if you are using QuArK, wouldn't updating a master copy of the WarsowEntities.qrk file as a standard project procedure help
I'm afraid I have no excuse
It's just that I've been for so many years typing the fields in the entity editor that I'm too used to it. I pretty much only create a brush entity and a point entity from the menus, everything else I do it by copy/pasting those, renaming the classname and filling fields myself. Force of habit. But yeah, you're absolutely right, I should try doing things better.
Glad to see you back
«
Last Edit: May 26, 2008, 03:56:13 PM by jal
»
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cdunde
Global Moderator
Hero Member
Posts: 651
Keep your QuArK knife sharp!
Re: Fix WarsowEntities.qrk
«
Reply #12 on:
May 27, 2008, 12:42:04 PM »
I know...old habits are hard to brake (coding for QuArK is one of mine
)
Thanks, glad to be back.
cdunde
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