News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
No 
I just plugged the different exe and map names into the same batch file I've been using for years.

Seriously, that's not the default? 
Apparently Not 
With txqbsp and txqbsp_xt the switch is -nowatervis to disable transparent water, with qbsp it's -transwater to enable it.

I probably should have read the docs, but I've been using txqbsp since 2007 and it never occurred to me that any newer version of qbsp would not have transparent water on by default. 
Okay I Used Transwater This Time 
Here are three screenshots. In your original five I actually wasn't sure where the problem was in a couple of them, but I could see the problem in the two shots taken from in the water near the crate. The last of your screenshots illustrates what the player sees when they cross one of the 4096 unit map boundaries.

In the water near the crate:

http://quaketastic.com/files/screen_shots/bre01shot1.jpg
http://quaketastic.com/files/screen_shots/bre01shot2.jpg

As you can see there are no problems.

Crossing the 4096 unit limit (this is normal):

http://quaketastic.com/files/screen_shots/bre01shot4.jpg


I have no idea if saving the map in Netradiant magically fixed something, but I was too lazy to download the texture wads you used, so I had to load the map in Netradiant so I could change them to regular Quake textures.

I used the Tyrutils v.014 qbsp and vis to compile the map.

I don't see any reason to give up on the map at this point. You do need to move the map away from the 4096 boundary. The map is basically one large open area, I doubt you're getting much benefit from detail brushes, but from what I see they're not the cause of any problems either. 
Of Course... 
why would people here not help you? Even the jerks around here are addicted enough to quake to help anyone as long as they get their quake fix ;)

Seriously though peeps are cool around here and will help mappers out, even going to lengths like editing the map files for you and bug fixing :) 
Botswana 
This should now be fixed in the Jury-Rigged BJP Tools as well.

Test-Build ( will likely become main package soon )

Detail-Brushes should help even in open maps, as their portals will not complicate the vis calculations. 
Zimbabwe 
 
You Called? 
 
This Is Good 
This should now be fixed in the Jury-Rigged BJP Tools as well.

I just tried this and there was no change to the marksurfaces count. When I tested the Tyrutils v.14 version last night, I got almost a 5% increase in marksurfaces. 
So That's What Was Happening Rick... 
Maybe I should move my map away from that boundry point. 
Also... 
are you guys going to give me my map file that you changed around? or should I continue on the one I currently have? 
Didn't Change Anything 
Just substituted a bunch of textures, saved it in Netradiant, and compiled with Tyrutils v.14

Yes, you need to center the map. Right now it's mostly in the bottom right quadrant and actually extends past the 4096 limit along the right side. Select the entire map and, looking down on it from above, move everything about 1024 units toward the upper left. Not real sure how Trenchbroom views work, as an angle, move everything in the 135 degree direction. 
Ok Rick 
I'll do that if I have time. 
So Yeah... 
I just had to get rid of the leaks in my map and compile it. AND EVERYTHING IS WORKING! There's still tiny bugs I can fix but I can't thank you guys enough for helping me fix my first map! I'm starting to love this community! :) 
I Keep Thinking There Are Going To Be Screenshots!!! 
 
While I'm Here 
When I try to play a map I'm working on I get the following error from fitz and quakespasm:

Compile Error:
FGD - doesn't need to be merged, but doesn't seem to have everything included?
Mod_LoadBrushModel: maps/smqx11_drew_rumble.bsp has wrong version number (1112756274 should be 29) 
Drew 
dr who stole the telephone cabin.

so, let there are going to be more screenshots 
Madfox 
Looking good, But I think it would be better replacing the textures on the rocks to make it look natural. Just my opinion on that. 
I Think You Should Pinstripe The Rocks 
with different textures 
Cool 
Same sort of comment; I'd go with a stone blocks type of texture for the castle walls, and something more like rock and less like sand for the island it's on. That said, looks very impressive with all the little details, the Arabian-style arch on the bridge is interesting too. 
Just Remember 
texture alignment is for mere mortals 
 
 
markus? 
I Just Love Castles 
and that's all I'm gonna say about it. 
Editors 
Texture of the rocks looks a bit flat indeed.
I'm more concerned about the broad space, as it is only a small part of what happens inside.

Strange the alignment crashes while changing the map from Radiant1.5 to Quark6.4.
I had to start again several times because all rockshapes were scrambled. 
Rocks Need Work 
but I do like the look fo the castle! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.