Phait:
#77 posted by metlslime on 2003/02/19 07:11:55
i'm guessing that your black sky texture is not 256x128. All sky textures must be that size. As for the white, there is only one white in the quake palette, and it is fullbright. Your best choice is palette index 15 (RGB 235, 235, 235) which is a very light grey and not fullbright.
You should also check out my quake texture faq:
http://www.celephais.net/stuff/texturefaq.htm
Thanks
#78 posted by . on 2003/02/19 08:32:12
God I love this place already. GROUP HUG!
(with a rocket launcher)
Question...
#79 posted by necros on 2003/02/19 21:13:29
is there a site that has all the limits for glquake, dos/winquake? (like, maximum faces, etc...)
also, how many brushes can treebsp.exe handle?
Aww Crap...
#80 posted by necros on 2003/02/19 21:44:40
i just got this error whilst compiling my map...
it's the txqbsp that was modified by aguire...
Reached the Limit MAX_MAP_CLIPNODES (32768), cannot continue...
(there was a leak in the map)
my question: will fixing this leak reduce these clipnodes, or am i still screwed even if i find the leak? or... is there a way to increase the limit or will quake pack up and leave?
Necros:
#81 posted by metlslime on 2003/02/20 02:31:10
i believe that a sealed map will have fewer clipnodes. I'm not totally sure about that, and i'm too tired to actually root through the qbsp source to verify. But sealing your maps is always a good thing, so you might as well do it :)
Seal It
#82 posted by Tyrann on 2003/02/20 03:49:09
A sealed map will have _far_ less clipnodes. Clipnodes are basically just places that you can walk. If you can walk outside the map, then there's a huge number of clipnodes out there.
You Could Try
#83 posted by aguirRe on 2003/02/20 05:26:20
adding the option "-fill" to Tree/TxQBSP. This will force fill hulls 1/2 (the clipping hulls) even if they leak, thus significantly reducing the total # clipnodes generated.
When loading the map in GLQuake, the player and probably most other entities are stuck so you have to use noclip to move around and find the leak after loading the pointfile. See the readme for details.
AFAIK, the MAX_MAP_CLIPNODES limit cannot be increased (the bsp format doesn't allow this).
Compiler Limits
#84 posted by aguirRe on 2003/02/20 05:42:59
can be found in the header (*.h) files of the source code.
Max # of brushes is 65536 in TxQBSP and practically limitless in TreeQBSP. I've never seen a map that exceeds these brush limits.
Also, since the compiler transforms the brushes into planes (among other things), the engine will never see any brushes at all.
What Should I Do With This? O_____o
#85 posted by . on 2003/02/20 20:29:10
Quake 1 Palette
#86 posted by . on 2003/02/21 04:23:15
does anyone have a photoshop .act of the quake 1 palette? thinkin of makin some textures, im at least good at that
Phait
#87 posted by Wazat on 2003/02/21 12:06:32
That map would make a good dm arena, or a good battle mech arena if it's made the right size.
Just make sure you close it up first. :)
Battle Mech....
#88 posted by . on 2003/02/21 16:03:59
im not interested in that mod o.0
not sure what ill do with it, i got real pissed off.. nothing but good work is coming from me now
#89 posted by Vodka on 2003/02/21 23:41:40
http://www.planetquake.com/speedy/Quakepalettes.zip
quake with and w/o fullbrights, q2 and hexen photoshop palettes
Thanks
#90 posted by . on 2003/02/21 23:55:42
thanks
Pointfiles
#91 posted by necros on 2003/02/22 22:05:14
the .lin files are pointfiles in quake3 right? if i take a .pts file (from q1) and change the extension, i should be able to see the point file in gtkr, right?
Hmm
#92 posted by nonentity on 2003/02/23 05:30:03
If you run a compile from inside Radiant then it'll highlight the leak in editor (useful if your batch compile process comes up with one).
Yeah,
#93 posted by necros on 2003/02/24 18:49:23
i was doing that.
except, the q3 compiler seems to be more tolerant to leaks or the q1 compiler was picking up ones that aren't considered leaks in q3. (q3 has the super complex geometry, which sometimes kills q1 compilers)
so yeah. it works.
#94 posted by Vodka on 2003/02/24 22:53:57
Other editors can also load leak files and display where leakage goes (not as good as gtk tho)
Message Breaks
#95 posted by . on 2003/02/27 00:05:12
I know there's a way in worldcraft to put in a line break in Messages i.e. in trigger_multiple - but what is it?
If I Had To Guess
#96 posted by pushplay on 2003/02/27 02:01:45
It would be \n.
Tried...
#97 posted by . on 2003/02/27 03:38:51
that, didnt work
Yes, But Is It REAL Goat Jizm?
#98 posted by R.P.G. on 2003/02/27 11:57:39
Try using this:
/n
.
#99 posted by daftpunk on 2003/02/28 09:14:50
lol
Missing Items..
#100 posted by . on 2003/03/01 04:36:17
How do I remedy missing ammo/weapons/items in maps? For instance I have some ammo beneath spotlights and some don't show. I could reposition, but I like them under the spotlights...
using Worldcraft
Hmm
#101 posted by nonentity on 2003/03/01 07:59:59
Are they by any chance next to walls, since WC has a problem, where the in editor placement is actually 16 units off of the actual placement on both the horizontal axis.
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