 Well, Here It Is.
#10283 posted by Breezeep_ on 2014/01/05 21:15:39
 Thanks For Uploading The Source
#10284 posted by rebb on 2014/01/05 22:00:01
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
#10285 posted by madfox on 2014/01/05 22:09:42
***ERROR 20: Found a non-convex face at (3288 -5275 608).
Working on it.
 Which Level Editor Did You Use?
#10286 posted by SleepwalkR on 2014/01/05 22:25:53
 The Map Was Made Entirely With Trenchbroom.
#10287 posted by Breezeep_ on 2014/01/05 23:03:22
#10288 posted by Rick on 2014/01/05 23:07:13
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.
#10289 posted by ijed on 2014/01/05 23:10:49
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.
#10290 posted by ijed on 2014/01/05 23:10:49
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:
#10292 posted by Breezeep_ on 2014/01/05 23:25:07
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
#10293 posted by Breezeep_ on 2014/01/05 23:25:49
 Ring
#10294 posted by SleepwalkR on 2014/01/05 23:39:57
Make sure to go to Map Properties, then check the "Force integer plane points" check box.
 Can't Compile It On TreeQBSP V2.03
#10295 posted by madfox on 2014/01/05 23:57:29
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
#10296 posted by Breezeep_ on 2014/01/06 00:02:50
I used TxQBSP 1.13 to compile the map, and I thought it worked fine.
 Fix This
#10297 posted by Rick on 2014/01/06 00:16:44
>>> Parts of the map are outside the 4096 limit.
txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also
 Compiler Versions
#10298 posted by madfox on 2014/01/06 00:18:12
There are two convex shapes on 3288 -1276 608 and 896 -1572 128.
If I delete these brushes, (after surounding a box round the map) my compiler errors on leak.
I see you use convex brushes for the outer site of the map. (empty void) Not sure if that's a good idea, as the outsite brush becomes one of the three hulls.
I have no good experience with convex brushes in the outsite of a map. Even if they're well ligned, I alway seal them off with a cover brush.
#10299 posted by Rick on 2014/01/06 00:27:46
This only my personal opinion but I don't think anyone should use skip or detail brushes on their first map. This map is small and it's mostly one big open area, I see no need for either at this point anyway.
BTW, the part of the map that's outside the 4096 limit is the side with the waterfall.
I subbed some textures and ran it with no vis in fitzquake. Looks fine, I'll see if it will vis next.
 MadFox
#10300 posted by SleepwalkR on 2014/01/06 00:32:40
What do you mean by convex brushes? All brushes are, by definition, convex.
 Madfox Maps
#10301 posted by Kinn on 2014/01/06 00:47:57
with non-euclidean geometry of course.
 Qbsp Vis Incompatabilty
#10302 posted by Rick on 2014/01/06 01:12:56
wvis.exe wouldn't vis the map with an error "LoadPortals: Not a portal file". I figured it was because of the detail brushes, so I downloaded the latest Tyrutils.
Well, the vis in that set of tools wouldn't vis it either
"LoadPortals: unknown header: PRT1-AM".
Why? I thought txqbsp_xt should work with it, it does detail brushes.
Oh well, I went back and BSPed it again with the qbsp in tyrutils. That one only generated 4 warnings, one about no deathmatch starts (!) and three of "WARNING 12: new portal was clipped away in CutNodePortals_r". It's been vising for over 30 minutes and "Calculating Full Vis" is up to ...7 should been done pretty soon (I hope).
 Just To Let You Guys Know...
#10303 posted by Breezeep_ on 2014/01/06 01:15:43
I have an email (obviously Gmail) but I don't show it here because I'm afraid that I could get hacked or have my personal information posted somewhere on the internet.
 The Water Thing
#10304 posted by rebb on 2014/01/06 01:18:59
Seems to be a problem with the Jury-Rigged Tools.
I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.
TyrUtils does not show this glitch ( because Tyrann actually knows what he's doing ;) ), so i'd say use it instead.
You'll probably have to make some fixes to other parts of the map first for it to compile in TyrUtils though, i got quite a few leak errors in it and only the isolated water-area compiled on first try.
I'll investigate the problem tomorrow and hopefully come up with a fix.
 @Rick
#10305 posted by rebb on 2014/01/06 01:23:01
The detail-brush implementations of TyrUtils and the Jury-Rigged BJP tools are not the same and write different portal-file formats when detail-brushes are used.
 I Only Got 4 Minor Warnings
#10306 posted by Rick on 2014/01/06 01:28:40
and no leaks with the Tyrutils qbsp. I wonder if this is because the map was modified then saved in Netradiant? All I did was change textures though, none of the brushes were touched.
 Wow Guys...
#10307 posted by Breezeep_ on 2014/01/06 02:40:00
I never thought you guys would do all of this for me. thanks for your help.
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