News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
 
@Redfield Darkplaces 2014/05/13 build (...) is compatible with AD.</>
Except that DP didn't support fence textures until about one year ago.

@mukor Nice tutorial but this method doesn’t make 8 identical sides, unlike circles. 
Oops, Sorry, Screwed The Quote Tags Up 
 
 
Yeah I noticed my mistake afterwards, the concept remains the same though. Vertex manipulation and the square templates are the core elements that needed to be taught. 
#18869 
that reminds me of the hollow torus that i made in january when i was learning the editor, with all the vertexes in grid

i didn't made anything at all with it
and now i don't remember how i did it lol

screens:
https://drive.google.com/open?id=0B72Jjyg-RfNFRENTNmxfMWhLbk0
https://drive.google.com/open?id=0B72Jjyg-RfNFSDNMWm9Nck11bWM

map:
https://drive.google.com/open?id=0B72Jjyg-RfNFRWM0ZDZZTjNRVEU 
Hmm 
Topher, looks like something Orl would have. 
@topher 
Hey, post that map source. I'd be happy to do a low gravity speed map with that!!!! 
Woops 
been a long hot day I am downloading the source. :) 
Haunted Elevators And Insane FPS 
Hey there,

Does anyone know if there is a workaround or solution the mapper can implement to reduce the instances of elevators that randomly hurt the player, or reverse direction.

The map I'm working on has done this to me and a few testers on occasion. It seems to happen in Quakespasm frequently. I've read it is related to the host_maxfps and physics. I tried seting my maxfps to 60 and it seemed to help. I'm just wondering if there is anything I can put in the map to reduce this? The speed of the elevator maybe? I just don't know if telling all players to cap there fps at 72 is a workable solution. 
FPS Glitch Workarounds 
Try a speed less than 60 perhaps.

But really, we're all handicapped to use lower FPS due to the physics issues inherent to the engines currently. If you want, you could mention that players who want to use higher FPS must use Darkplaces (at the horrible expense of non-twisty water).

For the love of all that is holy, why is there no twisty water in Darkplaces??? Otherwise it would be perfectly serviceable. 
 
If rising the max_fps above 72, problems like that are to be expected. However, it can also happen with standard values under certain circumstances. Some random hiccough in the clipnodes or physics.

I suppose you could try changing the brushwork of the lift and the area surrounding it in an attempt to stop the issue from happening. Or maybe maybe insert the whole thing elsewhere in the brush order (top or bottom of .map file) to influence the way QBSP generates the corresponding data. 
Lightmap Question #2045379 
Are sunlights known to cause ugly seams? Or what could be the cause of this?

https://i.imgur.com/AqeC21W.png

The only light is _sunlight with _sun_mangle "60 -45 0". 
 
Never mind, it's a bug with tyrutils-ericw 0.15.10:

.10: https://i.imgur.com/Tuub6Pe.jpg

.9: https://i.imgur.com/J1dwbIt.jpg

:/ 
@pricthard 
Just a thought but what is your sunlight penumbra setting? 
 
Everything was default, except for -extra4 and -soft. I hadn't started messing with things like penumbra yet.

I'm just going to be using 0.15.9's light.exe until 0.15.11 or 0.15.10.1 (lol) drops, anyway. Apparently there aren't many downsides (particularly, not any that will affect how I make my maps) 
A Question For Those Who Understand Q1 Vs Q2 Rendering. 
After many hours I found what I think is an acceptable way to convert Q1 textures to Q2(this was a request of sorts)

When I say acceptable I mean, a non destructive conversion! Which was every tools way of converting previous, hehe.

Here is a sample: https://media.discordapp.net/attachments/355836262847873045/355847674475446272/side_by_side.jpg

The jpeg straight out of the .wad on the LEFT, my converted .wal file on the right.

I think the conversion looks decent enough? But in Q2 I just think it looks like poop.

Thoughts? 
#18889 
Q1 and Q2 have different palettes. You cannot convert from one to the other without destroying information.
Your .wal is thus slightly less bright etc.

On the other hand, if you use .tga instead then you can avoid the palette thing entirely, but this won't work in vanilla, obviously (most q2 engines are fine with a .tga instead of a .wal, but its best to provide both in case someone insists on vanilla/sw). 
Lighting 
Due to palette differences, the texure will shadow differently.
Quake 1's versatile palette:
https://quakewiki.org/w/images/0/09/Qpalette.png

Quake 2's restrictive palette:
http://fabiensanglard.net/quake2/quake2_palette.jpg

Now, Q2's palette is more bland because Q2 relies heavily on colored lighting. Try using light color to correct it maybe. :) 
Not Just Palettes 
Q2 was designed with old opengl in mind.
it has no fullbrights (nothing can glow in the dark).
it has no overbrights (brighter areas cannot oversaturate, resulting in flatter dull lighting)

it has rgb lighting, but this mostly just means that they went crazy with it, thus anywhere even near sky becomes orange, which reduces effective palette variation even more. 
Moving To -bsp2 
No not moving literally, I'm still stuck here in the Canadian wilderness...

My AD map which is almost finished the beta stage has gotten a little bigger. Sometime at the point it grew from 10 000 brushes to 11 000. I got an error message (tyrutils v0.15.10) "Too many vertices... compile with bsp2..."

It wasn't a leak since the map still does full vis/no leak detected/no pnt file, and adding the bsp2 tag has fixed it. I guess it literally had too many vertices. Is there anything I should know now that the map is in this format? Everything seems to be working fine. I guess I'm stuck with it at this point since I won't be deleting details this time.

Thanks 
 
My understanding of BSP2 is that OTP will tell at you and your map won't work in old engines. I'm not aware of any engine that's actively developed that doesn't support BSP2. 
WTF Android 
*yell not tell! In what world is it okay to "correct" a perfectly spelled word?! 
Its All New To Me. 
I figured as much, I'm mostly learning this stuff as I go, and have gotten lots of great tips from the masters.

Since its an AD map the player will have to use Quakespasm, Mark V, or Darkplaces anyways, so I hope no one gets mad at me... I'm actually surprised how well it performs in Darkplaces on my machine with integrated graphics.

Thanks. 
 
If you get too many vertices on a sealed map then it's time for BSP2. 
2 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.