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'
Lightning
#1001 posted by Fire Reign on 2004/01/24 16:02:36
Hello everyone, I am currently working on my 6th map and I need a little help. Can anyone here advise me step by step on how to create a trigger lightning? The way I plan on making it is when u hit a button and the lightning shoots out (like a trap).
Thank you for your help :)
Fire Reign
#1002 posted by R.P.G. on 2004/01/24 17:14:33
Have you tried this? http://www.planetquake.com/worldcraft/entity/standard/std2.shtm#1
If not, try it. That's probably described about as well as I can do it.
Distrans!
#1003 posted by Scragbait on 2004/01/27 17:43:47
Your fix worked!
Give me a new contact when you can. I've got a beta almost thru vis. I can't wait to finish it and seal it in the can. 2nd map is progressing.
My Pleasure Friend...
#1004 posted by distrans on 2004/01/27 23:16:05
I'm back at work, yaaaay!
I'm sending the e3m1 wad to Leviathan tomorrow, along with the progress bsps for start, e1m1 and e3m2, so I'll CC: you into the mail
Maping Standards Q1
Quake gamers have the same problem, mapping standards. New types of map items added have no real standards in spq or dm levels. So, you can get these maps/mods combos from said designer with some cool goodies, but unusable with your favorate mods, q1/q2 mission pack, Killer quake pack, Ultimate weapons mod, just to name a few. Since, they have some special weapons, items, monsters, etc that makes them unplayable with anything but the mod that comes with the level. So, you just play the level/mod combo in god mode for some good action and eye candy. Or for that matter, as a level made for specific mod and can't be used for any other mod.
At the other end, you have the vanilla quake level with no special goodies that work with all mods. We all love these levels, but having the goodies like flamethrower and freezethrower as ground pickups are just plain fun.
With mapping standards between mod makers and mappers, you could have the middle ground. So, I'v decided to make up a list of standard map items i'm aware of. It will list the title and description of what they do and maybe damage level. For now, here some first thoughts:
weapon_flamethrower
weapon_plasma_cannon
weapon_freezethrower
weapon_gatlinggun
item_rune
random_rune(dm)
random_powerup(dm)
proximity_mine(dm)
plasma_mine(dm)
Also, I found something called "cut scene construction kit" out of an old mod as another possible standard. Give it some thought for a while. I'll post the URL at a later date, maybe a cross post at quake stanards.
as
as
If You've Had Problems
#1006 posted by aguirRe on 2004/01/30 05:54:37
using the old bsp2prt utility, I've now added that functionality to my BspInfo utility. It has large capacity and generates a more accurate .prt file with fewer leafs/portals which helps vis.
I think I've also found the cause of the elusive CutNodePortals_r: New portal was clipped away warning in qbsp and added coordinates to help finding the problem spot. It seems to be the same cause as many other qbsp-related problems; tiny brush misalignments.
You'll find the updated tool versions at http://user.tninet.se/~xir870k .
Hmm
#1007 posted by Vondur on 2004/01/30 06:09:49
i've got some prob
i'm making map in gtkradiant, and when i compile it with q3map2 it finds phantom leak (tho, the map has no any holes, i'm sure).
but, q1 compilers after convertiong map to q1 format, compile it with no probs.
anyone know any workarounds for that?
maybe some util that will process .map file for error brushes or something? some kind of .map file refresh utility?
Hmmmm
#1008 posted by Vondur on 2004/01/30 06:11:21
maybe that bengt's new qbsp might help, because i started to get 3 cutnodeportals errors in a row....
Vondur
#1009 posted by glassman on 2004/01/30 07:31:01
Does the portal file get created & vis run in q3map2? If so I wouldn't worry too much about it - the bsp part of q3map2 always seems to report leaks to phantom entities in my maps but it doesn't stop it from vising & working ok.
I presume you've tried to load the pointfile into gtkr.
AguirRe Question
#1010 posted by [Jimbo] on 2004/01/30 15:10:51
How hard would it be to add dubsp type
functionality to your bsp progs?
(ie compile HL/Hammer maps for Q1)
How much of a difference is there between
HL .map and Q1 .map formats?
|