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Quake Editing Digest Volume 1 : Number 18

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Published in 
quake editing digest
 · 20 Apr 2024

quake-editing-digest       Tuesday, 26 March 1996       Volume 01 : Number 018 

Re: WAD Conversion sketch
Re: Legal issues (was: WAD conversion sketch)
RE: Descriptions of Quake Utilities for a faq file
Re: Legal issues (was: WAD conversion sketch)
List of entity classnames
Re: List of entity classnames
Re: List of entity classnames

----------------------------------------------------------------------

From: Uffe Friis Lichtenberg <uffefl@diku.dk>
Date: Mon, 25 Mar 1996 11:38:57 +0100 (MET)
Subject: Re: WAD Conversion sketch

On Mon, 18 Mar 1996, Bernd Kreimeier wrote:

> >From: Uffe Friis Lichtenberg <uffefl@diku.dk>
>
> >we do need a 3D BSP tree
> If I am not mistaken, you could simply copy the 2D BSP into
> a matching 3D BSP, and convert the information from the old
> NODES and SSECTORS. Think about it.

I just tried creating a small example to prove my point, and somehow
proved yours, hehe :)

Anyway, it seems you are right: we could convert the SSEGS of Doom
(convex structures) to Quake leaves because there would only be 1 ceiling
for each SSEG and only 1 floor. As long as the split-planes are chosen to
be vertical (ie. normal=(x,0,z)) -- as they would be if converted from
Doom -- the floors and ceilings would be the last planes to be insert
into the BSP tree and thus not intersect anything.

> >the floors and ceilings are planes and have to be partitioned
> You are perfectly right. In fact, this might be the most
> difficult task to solve. It breaks down to creating closed
> polygons from SECTORS and LINEDEFS for each floor (ceilings
> will have the same partitions), and using the 2D BSP NODES
> info (namely the partition lines) to split the SECTORS'
> polygon into the Leaf2D surfaces. I already added this
> to the proposal.

But couldn't the floor and ceiling surfaces be created using the convex
information from the SSEG structure?

(It's been awhile since I hacked Doom, so my terminology might be off...)

> >misc. remarks on conversion, DXF, intermediate file formats
> All very true. However, I am skeptical that any file format
> not done by id will ever be agreed upon. Anybody remember the
> porposal by Tom Neff (WAD Interchange Format)?

Yeah, I remember that one. But it didn't have quite the same idea as one
for Quake -- ie. letting us distribute levels... But I think you are
right, any file format not from id won't survive long :)

Anyway, id would probably analyse our fileformat and make some small
changes just to tease us... >;) (Things are bound to change with every
version up until registered, so why bother anyway?)

> >>The WAD will have to have only one floor/ceiling per xy plane,
> >>i.e. the DOOM world geometry restrictions
> >But where do you find wads that fulfil this requirement?
> Hmmm? Any WAD that can be used with DOOM does :-).

Only one floor/ceiling per xy plane: disallow multiple sectors to have
floors/ceilings with the same z-coordinates...

I think I misunderstood you. You mean that each sector only has one
floor/ceiling xy plane, right? (Which then also applies to SSEGs, which
hopefully could be our path through conversion hell.)

Zonk,
Uffe. [uphfe]
uffefl@diku.dk


------------------------------

From: Uffe Friis Lichtenberg <uffefl@diku.dk>
Date: Mon, 25 Mar 1996 11:44:41 +0100 (MET)
Subject: Re: Legal issues (was: WAD conversion sketch)

On Sat, 16 Mar 1996, Shawn Green wrote:

> We didn't release it for any other reason than testing the technology. Had
> we thought about it, we would have removed the models and other items that
> were not in the game from the pak file.

Which is exactly what id has been saying from the start... It can't be
_that_ hard to read the .txt's.

> -Shawn Green
> Project Manager
> id Software

See?

Anyway, this doesn't clarify id's stand regarding the continuous
hacking/editing of the Quake Test 1 release. Where exactly will they draw
the line?

> Official release date for everything - "When it's done!"
> That's the only one you'll ever get.

Yeah, yeah. Heard that one before :)

Zonk,
Uffe. [uphfe]
uffefl@diku.dk


------------------------------

From: Olivier Montanuy <montanuy@lsun80.lannion.cnet.fr>
Date: 25 Mar 96 12:02:01+0100
Subject: RE: Descriptions of Quake Utilities for a faq file

Hello again,

I forgot to mention a detail, about WinTex 4.3 (for Quake)

My name is Olivier Montanuy, and my personnal e-mail is
100625.2622@compuserve.com

(This message comes from my work address, please do not publish this
address montanuy@cnet.fr, I can't handle Quake related mails here).

Regards,

Olivier


------------------------------

From: BonesBro@aol.com
Date: Mon, 25 Mar 1996 16:07:56 -0500
Subject: Re: Legal issues (was: WAD conversion sketch)

In a message dated 96-03-25 06:08:58 EST, you write:

>Which is exactly what id has been saying from the start... It can't be
>_that_ hard to read the .txt's.

Famous last words...

------------------------------

From: Stephen Crowley <stephenc@lubricant.free.org>
Date: Mon, 25 Mar 1996 17:01:03 -0600
Subject: List of entity classnames

I hope this is not off topic, but I was wondering if anyone has compiled =
a list of all the entity classnames. So people can implement them in =
map editors. I have about 36 listed so far. That's just by looking over =
progs.dat a few times, I probably missed quite a few.=20

BTW, I'm having a little trouble understanding how to figure the =
distance between (0,0,0) and a plane. If anyone could enlighten me on =
this subject I be really grateful.

Thanks,
Stephen Crowley - stephenc@free.org


------------------------------

From: etherton@megatek.com (David Etherton)
Date: Mon, 25 Mar 1996 15:19:53 -0800 (PST)
Subject: Re: List of entity classnames

> BTW, I'm having a little trouble understanding how to figure the =
> distance between (0,0,0) and a plane. If anyone could enlighten me on =
> this subject I be really grateful.

The plane equation is

Ax + By + Cz + D = 0

where (x,y,z) is any point in 3-space, (A,B,C) is the unit normal
(ie the vector perpendicular to the plane), and D is the distance
in 3-space to the plane.

Therefore, D is the value you desire.

If you want the distance between two points, it's just

sqrt(dx*dx + dy*dy + dz*dz) where (dx,dy,dz) is the vector difference
of the two points.

Hope this helps,

- -Dave

- --
David Etherton | Megatek Corporation | "Shop as usual, and avoid panic buying."

------------------------------

From: John Wakelin <johnw@datametrics.com>
Date: Mon, 25 Mar 1996 19:32:08 -0500
Subject: Re: List of entity classnames

> From: Stephen Crowley <stephenc@lubricant.free.org>

> I hope this is not off topic, but I was wondering if anyone has
> compiled a list of all the entity classnames. So people can
> implement them in map editors. I have about 36 listed so far. That's
> just by looking over progs.dat a few times, I probably missed
> quite a few.

I have have this pretty much hammered out. I passed along my work in
this area to Raphael and I believe it will be munged into the next
release of the UQS. If anyone wants what I sent to him, speak up.
It is nothing really amazing but it is a lot of work to hack out
and you may want to save yourself from duplicating what I have
already done.

> BTW, I'm having a little trouble understanding how to figure the
> distance between (0,0,0) and a plane. If anyone could enlighten me
> on this subject I be really grateful.

On this, I doubt that I will be of any help, sorry.

Have a great day,

johnw

-= Sysop - The Netherworld =-
-= Multi-player Gaming 703-471-6265 =-
-= TeamTNT Member & DSC Datamaniac =-
-= DECLARE SOFT WAR!!! =-

------------------------------

End of quake-editing-digest V1 #18
**********************************

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