Editor Window
#976 posted by GibFest on 2004/01/20 17:27:31
In the 3d section of worldcraft a texture that Ive place on an angle appears straight but when the map is loaded its turned back in the other direction, however if I change it so it looks wrong in wc it actually looks right in game, is there anyway around this or do I just put up with it?
Also I have this concrete section where it uses a tex called divider1b on the top then a seperate brush using divider tex on it but when in game it uses divider1b over both brush (they are touching if that makes a difference).
Editor Widow
#977 posted by czg on 2004/01/20 17:32:10
Your qbsp prog should have a command line switch like -useoldaxis, -alternateaxis or something similar. Check the readme.
Using this switch when compiling should fix the problem.
Oh, You Had Two Questions...
#978 posted by czg on 2004/01/20 17:40:29
Answer to second one:
This is a bug in WorldCraft.
If you've got a texture called divider, and another one called divider1b, if you apply the divider1b texture first, and then try to apply the divider texture, WC won't properly overwrite the string that stores the texture name, so it still reads the texture as divider1b.
A hack way to overcome this problem is to first change the texture into something completely different, (like wizmet1_2,) and then applying the divider texture.
The proper way to solve it, (besides haxx0ring WC or using GTKR instead,) is to rename the divider texture in the wad so it's named dividera1</y> or something like that.
You should make sure that there are no texture names in your wads that are such that you get another valid texture name if you append some more letters to it.
Right, No Underline
#979 posted by czg on 2004/01/20 17:42:11
dividera1 then...
Eh?
#980 posted by xen on 2004/01/21 07:12:49
dividera1
Bah.
#981 posted by xen on 2004/01/21 07:13:21
Just checking since you closed the tags wrong.
You Could Also Have RTFM
#982 posted by czg on 2004/01/21 12:02:52
http://www.celephais.net/board/site.php
Though, I didn't do that either, so I guess you're clear.
Help
#983 posted by leviathan on 2004/01/21 12:54:28
Working on a map with terrain. I used vertex manipulation, and there were no errors, according to "check for problems".
However, when i compiled, i got a large amount of brush with duplicate plane errors, and when i play the map there are rocks where there are not supposed to be rocks.
Is there an easy way to fix this error?
Can Only Guess...
#984 posted by xen on 2004/01/21 13:02:24
Importing the .map file back into your editor will show up the dodgy brushes & you can fix them.
I'm guessing you're using WC... the 'check for problems' is normally only useful for missing textures, mismatched targets or unrecognised entities etc.
ANSWER QUICK!
#985 posted by czg on 2004/01/21 14:13:57
I would like to know for sure if qbsp for q1 starts the same way as q3map does, with splitting the map along each, uh, axial plane before splitting by the rest of the geometry.
MapSpy
#986 posted by R.P.G. on 2004/01/21 17:04:36
I think MapSpy will help you track down and/or fix duplicate planes. Also, QERadiant has a plugin that fixes duplicate planes. Very handy.
Duplicate Planes
#987 posted by Scragbait on 2004/01/22 17:40:29
I get that error message too. I don't notice problems in the map though. It is annoying though and I wish I knew what caused it. I don't do booleans. I use the clip tool occasionally and I use vertex manipulation and face splitting a fair bit.
I have another error that won't do away. Using Check for Problems I get this: Solid Entity (func_door) is empty. Go to Error shows nothing and the Fix Problem doesn't remove it either.
But both these issues aren't stopping me from moving on. Just curious.
Great To Download The Cube Engine
#988 posted by madfox on 2004/01/22 19:55:51
but how do I turn vieuw?
How To Turn Vieuw?
#989 posted by metlslime on 2004/01/22 22:18:39
Uses mouse.
Scraggy...
#990 posted by distrans on 2004/01/22 22:20:16
Ya, it's a phantom door that appears after some operations in Worldcraft.
If you get the error message, hit "go to error", the 0,0,0 point should now be centered, place your cursor over the origin point... if it goes red it means at some stage you've generated a phantom door as big as the grid. Hit delete. No more problem.
Hm...
#991 posted by necros on 2004/01/22 22:33:58
in gtkradiant, after manipulation vertices alot, sometimes, i will re make a flat face (which had been split up into two triangles, intead of a square) but gtkr won't recombine the two triangles itself. what i have to do it move the brush a bit, then gtkr gets rid of it. maybe that's what a duplicate plane is?
Q2
#992 posted by . on 2004/01/23 01:09:49
Does anyone have the Q2 wad, or know of a working link online?
Q1 Tool Tips
#993 posted by aguirRe on 2004/01/23 09:39:11
I've put together a simple document that might help Q1 mappers or players when they have problems with the build tools or engine.
It's available at http://user.tninet.se/~xir870k/tooltips.txt .
Any comments are welcome.
Does My Bsp Has The Flu?
#994 posted by madfox on 2004/01/23 13:54:42
well, this is new to me.
the txbsp compiler tells me:
healing degenerate
or do my healthpacks get hostile?
& thanx for the error message document.
If That Warning
#995 posted by aguirRe on 2004/01/23 15:01:17
is all you get while compiling your maps, consider yourself lucky ...
It's a non-critical warning and can be safely ignored. I've added it to my ToolTips in the next version.
Thank You Bengt!
#996 posted by glassman on 2004/01/23 16:19:19
This info is very useful. The MAP_CLIPNODES limit error where there is no leak can usually be solved ( as czg pointed out) by adding large clip brushes to areas that no one is ever going to go, rather than changing architecture.
I'm Glad You Like It
#997 posted by aguirRe on 2004/01/23 17:22:56
I've now updated it to v0.02 with more info including the clipbrush tip.
Bengt
#998 posted by Vondur on 2004/01/23 17:44:20
You rock! Thanks!
Duplicate Planes, A Personal Theory
#999 posted by HeadThump on 2004/01/23 18:02:32
I notice that this error usually occurs on brushes that I have manipulated individual vertices on. Is it possible that when this happens, it is because the vertex manipulation creates two seperate areas on the same brush that lie on the same plane and thus the space between the brushes is concaved and the engine or compiler cant split this brush into acceptable triagulated data?
Er
#1000 posted by HeadThump on 2004/01/23 18:05:21
that should be, 'the space between the planes'
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