[00:13:51] <servus> Coren: How do you do your shadows?
[00:14:10] <servus> I'm using a completely different approach now (polygonal volume shadows) and having reasonable success, with quite a few irksome quirks of course.
[09:45:40] --> exultbot has joined #low
[09:45:40] --- Topic for #low is: Labyrinth of Worlds: Ultima Underworld II revisited (http://low.sourceforge.net)
[09:45:40] --- Topic for #low set by ChanServ at Wed Oct 8 03:09:30 2003
[20:55:15] <servus> Those wimps
[20:55:26] * servus tries to remember how to effectively sed out comments :)
[20:55:27] <Coren_> I just realised we were spamming #nuvie. :-)
[20:55:33] <servus> *evil grin*
[20:55:35] <servus> "mapversion" "220"
[20:55:35] <servus> "wad" "\games\half-life\valve\halflife.wad"
[20:55:38] <servus> Crap, sorry.
[20:55:41] <Coren_> s/;.*//
[20:55:43] <Coren_> will do
[20:55:58] <servus> Ah, I was doing 's/;.*/ /g'
[20:56:06] <servus> *., rather.
[20:56:13] * servus shrugs and tries to stop spamming
[20:57:34] <servus> If this compiles... It'll compile in Half-Life 2 ;)
[20:57:45] <servus> It works.
[20:57:51] <Coren_> Neat.
[20:58:14] <servus> No textures though... *checks the wads*
[20:58:28] <servus> Ah.
[20:58:41] <Coren_> Not like you miss much. The Q2 palette is *not* kind to the UW2 textures. :-)
[20:58:44] <servus> You have your texturenames set with directories >.<
[20:58:56] <servus> HL textures are 24 bit.
[20:59:24] <servus> I escape forward slashes in sed, right? \/?
[20:59:25] <Coren_> You'll still have lost the color information: the .wal is paletted.
[20:59:33] <Coren_> Yes, correct.
[20:59:57] <servus> $ cat britain.map | sed -e 's/;.*//g' | sed -e 's/low\///g' > britain3.map :)
[21:00:56] <servus> Are there lights and a worldspawn entity in this?
[21:01:12] <Coren_> There's a worldspawn, but no lights.
[21:01:17] <Coren_> Don't light. Just vis.
[21:01:34] <servus> By the way, I can export this to 3D Studio Max from Worldcraft *evil smirk*
[21:01:47] <Coren_> Yes, but can you do the converse?
[21:01:50] <servus> Yes.
[21:02:05] <servus> Max will save .maps or .dxf's, both of which worldcraft can read
[21:02:06] <Coren_> Ooo. Neat. I tought 3dsmax had sucky CSG.
[21:02:57] <servus> It does :)
[21:03:44] <Coren_> Erg. Got mod points on /. again. Darn karma. :-)
[21:04:25] * servus compiles.
[21:07:17] * servus waves goodbye to his free CPU time...
[21:07:48] * Coren_ chuckles.
[21:09:05] <servus> It crashes HL while loading =-/
[21:09:45] <Coren_> Odd.
[21:10:00] <Coren_> I have nothing special in that map.
[21:10:04] <Coren_> Wait, I know!
[21:10:11] <Coren_> I have a misc_insane entity.
[21:10:17] <Coren_> That's non-HL.
[21:10:29] <servus> Hmm
[21:10:35] <Coren_> Check below the avatar room, in Nystul's lab.
[21:10:42] <servus> Entity report.
[21:10:44] <Coren_> Delete the bastard. :-)
[21:11:23] <servus> I killed your player start too
[21:12:06] <Coren_> You need one to bsp the map.
[21:12:10] <servus> I made my own.
[21:12:10] <Coren_> Or does HL have its own?
[21:12:20] <servus> I don't want to contaminate...
[21:12:58] <servus> If you do plan on using the Quake tools, use Zoner's... They are faster, and "better".
[21:13:28] <Coren_> Pointers?
[21:13:37] <servus> Hmm?
[21:13:39] <Coren_> I use twbsp and arrglight
[21:13:50] <Coren_> I mean, pointers to the tools in question.
[21:13:56] <servus> I'm in
[21:14:06] <servus> However... none of the textures work...
[21:14:08] <servus> Weird
[21:15:20] <servus> Apparently your Quakeish texture coordinates don't jive.
[21:15:59] <Coren_> That's entirely possible; Q2 and HL might use different coordinate systems entirely.
[21:16:46] <servus> The geometry is fine though... *pokes around*
[21:17:10] <servus> Oh I see... You simply didn't have the "align to world" flag set on any textures, and they all need it
[21:17:25] <servus> Let's see if I can mass-operate on 5 zillion polys..
[21:17:32] * Coren_ chuckles.
[21:17:41] <Coren_> "Align to world" is default Q2 behavior
[21:22:10] <servus> I can't find a way in this map editor to select multiple faces in the "Face Properties" dialog
[21:22:41] <Coren_> That sucks. Well, you could spend a few weeks selecting every face of every brush by hand. :-)
[21:23:13] <Coren_> Better yet, find the missing bit value and sed it in. :-)
[21:25:12] <servus> It'd seem that the values change depending on the face normal...
[21:25:16] <servus> I wonder if I can awk it...
[21:25:34] <servus> These are all cubic brushes so it should repeat a pattern based on a modulus 6...
[21:25:34] <Coren_> I'm not sure it's worth the trouble. :-)
[21:25:51] <servus> I'll awk it. One sec :)
[21:40:24] <servus> Hah, it works :)
[21:40:39] <Coren_> Neat. :-)
[21:41:04] <servus> It's been forever since I awked.
[21:43:17] <Coren_> I tend to perl for such tasks that sed doesn't cope with.
[21:44:42] <servus> Britain has been... awked!
[21:44:45] <servus> My script is a monstrous thing
[21:45:13] <servus> Hmm, One more thing I need to learn about awk before I can do this...
[21:45:58] <servus> What's regular expression for not? As in, I want to sed all lines that do NOT contain foobar?
[21:46:05] <servus> !/foobar/ doesn't seem to work.
[21:46:47] <Coren_> I have *no* recollection. IIRC, it needed some evil gymnastic
[21:46:56] <Coren_> Erm. Gotta go for now. Have fun.
[21:47:06] * Coren_ is away: Dinner at the in-laws. Ugh.
[21:47:10] <servus> I'll post a pic of it in Half-Life :)
[23:35:15] <servus> Pleh, different faces use different texture coordinates, so it "mostly" works...
[23:42:20] <servus> Ah!! Worldcraft had a way to fix everything in one click, d'oh.