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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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I Would Like You To Keep At It. 
 
Drew 
If you want me to keep at it, how am I supposed to fix all the vis errors? 
It Would Help To Post Them Here 
 
Here's A Bit Of My Vis Compile Log: 
---- WVis 2.31 ( XT build 1.01 ) ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
Further mods by Tuna, rebb
Detail code by Alexander Malmberg <alexander@malmberg.org>

File: Bre01.bsp
LoadPortals: couldn't read Bre01.prt
No vising performed. 
Disregard What I Said. 
Found out what was happening, but there's a bug when near the waterfall, I get this odd HOM bug. how do I fix it? 
Ah The Joys Of Mapping.... 
You could always post some screenshots of the area and maybe a wireframe view of the area? 
I'm On The Verge Of Starting Over... 
Ring 
You should make the map file available to one of the more experienced mappers here. I'm sure someone can tell you how to fix these problems. Maybe ask negke or necros, they are good at diagnosing technical problems. 
Waterfall To Bloodfall 
May I suggest to change the waterfall to something more in line with the red sky ? Bloodfall, or lavafall, with a river of hot blood/lava around the crates...

Would feel more "out of this world" ! 
 
Best thing to do is check to make sure vertices in the affected area are grid snapped. Make sure there are no mixed faces. Also is the map sealed off from the void? Sometimes a map which is unsealed has weird vising issues, plus be careful with brush entities as vising can sometimes occlude them in areas you definitely don't want them to be occluded from.

SW has a nice idea too, one of more experienced mappers may be able to diagnose the problem. It make be a simple case of rebuilding a few brushes in the area also. 
Well, Here It Is. 
Thanks For Uploading The Source 
I'll have a look too, maybe its a problem with the tools. I would also recommend compiling the map with TyrUtils and see if the problem persists. 
Rinqquaddamage 
***ERROR 20: Found a non-convex face at (3288 -5275 608).

Working on it. 
Which Level Editor Did You Use? 
 
The Map Was Made Entirely With Trenchbroom. 
 
 
What texture were wads used? Some of thos I can't find. If you make the "bad" bsp available they can be extracted.

One thing I noticed that seems a little weird is that, in the rock areas around the waterfall, you have "tri-souped" using brushes with non triangular tops. Looking down from the top I would split these into two triangular brushes. 
 
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas. 
 
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas. 
Literally Took Ages On My First 
plugging bsp holes and bug fixing takes a while. I had problems where entire areas would scrunch into a mess with weird shapes.

I ended up redoing whole areas and brushes. Also I found that when you have too many overlapping brushes it tends to cause serious problems. 
@rick Texture Wads In Order: 
offcut.wad by sock (found in ivory tower pak)
Quake101.wad
kdmtex.wad found here:https://www.quaddicted.com/webarchive/kell.quaddicted.com/
idbase_ultimate.wad 
Kdmtex Link Fix 
Ring 
Make sure to go to Map Properties, then check the "Force integer plane points" check box. 
Can't Compile It On TreeQBSP V2.03 
It keeps on error20.
E
ven a big box around it keeps args on the non-convex face. I can't compile it.
I'm afraid there are too many shape-brushes that are used as hull-brushes. Then there's always a leak-error. 
Fox 
I used TxQBSP 1.13 to compile the map, and I thought it worked fine. 
Fix This 
>>> Parts of the map are outside the 4096 limit.

txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also 
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