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Thread: Getting Started

  1. #11
    Member Obsidian is on a distinguished road
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    I've noticed that Icculus has been having problems lately with slow performance, images don't load half the time. I had figured that someone from one of the other hosted projects was pushing a big SVN update or something. Turns out the server hard drive was dying. Now it's completely down for repairs.

    Ryan Gordon, who runs Icculus from which the GtkRadiant site is hosted is currently doing repairs. It'll be back up soon enough. Downloads are still being mirrored at RobotRenegade.


    Edit: Everything back to normal.
    Last edited by Obsidian; 01-21-2013 at 10:39 PM.

  2. #12
    *ouistitizizi
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    "TO BE CONTINUED."

    Hurry up mate i need tutorial for texture and curved surfaces i am impatient as you can see!!

  3. #13
    *ouistitizizi
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    by the way icculus.org is back onlie it seems and this is very handy i suppose : http://icculus.org/gtkradiant/docume...nual/index.htm ty Obsidian

  4. #14
    Senior Member cityy is on a distinguished road
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    Updated: http://www.quakelive.com/forum/showt...faces&p=253377
    Sorry, life is keeping me busy lately. :/

  5. #15
    Senior Member ybl is on a distinguished road ybl's Avatar
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    quick question: step height and jump height?
    and is it possible to open existing ql maps in radiant?
    CA with <16 slots is nothing.

  6. #16
    Senior Member cityy is on a distinguished road
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    I think stepheight is 22 units and jumpheight about 72 units. Don't quote me on that though. I meant to put together a map showing all the different measures but didn't get around to it yet.

    For opening QL maps in radiant:
    You need to decrypt the map pk3 just like you would encrypt a custom pk3 to play in QL. After that, open the decrypted file in an archive manager and grab the .bsp from the maps folder.
    Put the .bsp into the same folder as q3map2 (your GTKradiant 1.6 folder) and create a new text file. Rename the text file to .bat and put "q3map2.exe -convert -format map campgrounds.bsp" (without the quotes, replace campgrounds with whatever map you want -- it might be you have to use -convert -format quakelive instead of map; I don't remember exactly). Q3map2 will output the decompiled .map to your radiant folder (texture alignments will be lost though).
    Last edited by cityy; 03-25-2013 at 01:27 AM.

  7. #17
    Senior Member pikaluva13 will become famous soon enough pikaluva13's Avatar
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    Quote Originally Posted by cityy View Post
    I think stepheight is 22 units and jumpheight about 72 units. Don't quote me on that though. I meant to put together a map showing all the different measures but didn't get around to it yet.
    Stepheight is indeed 22 (Source)
    According to here, the stepheight (before the update to increase it) was 275...so I'm not sure what that means since you said 72. (Somebody's gotta be wrong :P)

  8. #18
    Senior Member cityy is on a distinguished road
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    275 doesn't make sense because that is roughly the height of say the MH crate on The Edge. The MH ledge on DM13 is 64 units for instance.

    Edit: I was talking **** right there, of course the crates on the edge aren't 275 units high. They are probably about 128 units high.
    Last edited by cityy; 03-25-2013 at 04:56 AM.

  9. #19
    Senior Member Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa's Avatar
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    Yeah I was going to request a map that has unit values on it so we can get an idea of what size things are in units.

    Also there's a weird discrepancy between what viewpos shows and what's supposed to be in units. Like the LG is supposed to reach 768 units but I get 500 something hitting a paused bot and taking viewpos measurements.

  10. #20
    Banned themuffinman01 is on a distinguished road
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    Yeah you should definitely make a thread with all relevant dimensions. Here's a few to get it started:

    --------------------------------------------------
    PLAYER BOUNDING BOX
    --------------------------------------------------
    Bounds relative to origin:
    BB mins (x, y, z ) = -15, -15, -24
    BB maxes (x, y) = 15, 15
    BB max z (standing) = 32
    BB max z (crouching) = 16

    Dimensions:
    BB dimensions (standing) (x, y, z) = 30, 30, 56
    BB dimensions (standing) (x, y, z) = 30, 30, 40

    --------------------------------------------------
    JUMPING
    --------------------------------------------------
    gravity = 800
    jump velocity = 275 UPS
    max step height = 22 units

    max jump height = 0.5 * gravity * (jump velocity/gravity)^2
    = 0.5 * 800 * (275/800)^2
    = 400 * 0.118164062
    = 47.26 units

    max jumpable barrier height = max jump height + max step height
    = 47.26 + 22
    = 69.26 units

    min ceiling height for jump clearance = max jump height + player height
    = 47.26 + 56
    = 103.26 units

    Circle jump considerations:
    DM6 bridge width = 384 units
    B2R distance = 408 units

    --------------------------------------------------
    MAX VERTICAL SELF ROCKET KNOCKBACK DISTANCE
    --------------------------------------------------
    max damage = rocket splash damage * 0.5 = 84 * 0.5 = 42
    raw knockback = max damage (capped to 200)
    cvar = g_knockback value = 1000
    scale = r_knockback_rl_self = 1.10
    player mass = 200

    max distance = (cvar * scale) * (raw knockback / mass)
    = (1000 * 1.10) * (42 / 200)
    = 231 units

    For rocket jumping you can achieve another ~80 units or so plus the step height. That means that you can reach a platform up to around 330 units above you (example: quad floor to mega in dredwerkz).

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