Hi Distrans
#10955 posted by ijed on 2011/03/25 11:47:19
Another Limit Exceeded
#10956 posted by Mike Woodham on 2011/03/27 17:45:07
"40 dlights exceed standard limit of 32"
What do I need to tone down? Is it muzzle flash by any chance?
Dynamic Lights
#10957 posted by negke on 2011/03/27 17:51:04
Flickering and the like?
Errr
#10958 posted by negke on 2011/03/27 19:16:26
Large projectile monster hordes and lava balls?
Negke
#10959 posted by Mike Woodham on 2011/03/27 19:26:25
Looks like it. Another notnull trick bites the dust!
Mike:
#10960 posted by metlslime on 2011/03/28 00:25:41
as far as i can tell from the source, excessive dlights won't cause a crash, but the extra ones won't cast any light.
Metlslime
#10961 posted by Mike Woodham on 2011/03/28 17:08:02
Thanks. In that case I'll leave it in as the player certainly won't have time to be counting pretty lights during this bombardment!
#10962 posted by necros on 2011/03/28 21:35:31
i'm excited about this map now. ^_^
Was Working On A Speedmap In WC 1.6
#10963 posted by Drew on 2011/04/01 07:08:34
and my computer bluescreened on me.
Now when I try to open it I get the following error message:
" Oops! SerializeRMF () v1.8 tried to load a file v0.0. Aborting"
and then
"there was a file error"
any idea what I could do?
#10964 posted by Zwiffle on 2011/04/01 14:07:13
Have you tried loading it in a text editor?
Yeah
#10965 posted by ijed on 2011/04/01 19:11:58
Its a corrupt text file. They're pretty rare.
You will have lost something though, even if you manage to salvage.
Shoot.
#10966 posted by Drew on 2011/04/01 22:03:02
oh well.
Worldcraft Exporting
#10967 posted by jt_ on 2011/04/05 02:01:36
Is there anything 'special' that needs to be done when exporting a map from worldcraft (quakeadapter version) to get radiant to read it properly? Just exporting to .map and loading the file in radiant doesn't produce any geometry.
Looking at the source there seems to be some 'extra' stuff in the .map produced by worldcraft. Example:
from my map:
<quote>
( 0 -896 160 ) ( 64 -896 160 ) ( 64 -920 160 ) JF2TECH07 [ 1 0 0 0 ] [ 0 -1 0 8 ] 0 1 1
( 0 -920 96 ) ( 64 -920 96 ) ( 64 -896 96 ) JF2TECH03 [ -1 0 0 64 ] [ 0 -1 0 24 ] 0 1 1
( 0 -896 160 ) ( 0 -920 160 ) ( 0 -920 96 ) JF2TECH01 [ 0 1 0 -24 ] [ 0 0 -1 32 ] 0 1 1
( 64 -896 96 ) ( 64 -920 96 ) ( 64 -920 160 ) JF2TECH01 [ 0 1 0 -24 ] [ 0 0 -1 32 ] 0 1 1
( 64 -896 160 ) ( 0 -896 160 ) ( 0 -896 96 ) JF2TECH03 [ -1 0 0 64 ] [ 0 0 -1 32 ] 0 1 1
( 64 -920 96 ) ( 0 -920 96 ) ( 0 -920 160 ) JF2TECH03 [ 1 0 0 0 ] [ 0 0 -1 32 ] 0 1 1
</quote>
from a random place in rub2m1:
<quote>
( 240 1216 64 ) ( 208 1216 64 ) ( 208 1200 64 ) jf2lite14 0 -8 -90 1 1
( 208 1200 80 ) ( 208 1216 80 ) ( 240 1216 80 ) jf2rust61 15 -96 -90 1 1
( 232 1200 80 ) ( 232 1200 64 ) ( 216 1200 64 ) jf2rust61 96 112 0 1 1
( 216 1216 80 ) ( 216 1216 64 ) ( 232 1216 64 ) jf2rust61 96 112 0 1 1
( 216 1216 64 ) ( 216 1216 80 ) ( 216 1200 80 ) jf2rust61 16 112 -180 1 -1
( 232 1216 64 ) ( 232 1200 64 ) ( 232 1208 80 ) jf2rust61 16 112 -180 1 -1
</quote>
There seems to be some extra junk in my .map, namely, the thing in brackets after the texture name. Are these a side effect of valve's 220 map format? Is there anyway to fix it?
Map Conversion
#10968 posted by Preach on 2011/04/05 02:05:55
Like a loft conversion but cheaper...
I wouldn't be surprised if QuArK was able to convert between hammer's new map format and the classic .map.
Thanks Preach
#10969 posted by jt_ on 2011/04/05 03:08:47
QuARK did the trick.
New question: I'm making a map using the rubicon2 mod. I have 4 misc_sparks with the same name that are targeted by a trigger_once with 50 health. Afaik, once the trigger_once dies, the misc_sparks should start firing, but they're not. I had this same setup when i was playing with rmq, but with fx_sparks, and it worked fine. I also have a trigger_once behind the first trigger that opens some doors, which still works fine. So what am i missing?
Jt_:
#10970 posted by metlslime on 2011/04/05 04:36:33
I don't have any toggleable lights in the final rubicon 2 maps to prove that they work, but the code does appear to be functional. Do you have the start_off flag set?
(btw, there's no guarantee that they work the same as RMQ sparks, or quoth sparks, or anything else.)
Er...
#10971 posted by metlslime on 2011/04/05 04:59:07
I don't have any toggleable lights misc_sparks
#10972 posted by jt_ on 2011/04/05 06:10:07
I had the entities with the field 'name' instead of 'targetname.' Heh. The misc_sparks now work.
Another simple question: How does using changing the texture on a func_wall work? More specifically, what field needs to be added to the entity to tell it what texture to change to? Looking at the qc, func_wall_use sets self.frame to 1 - self.frame, but I've tried setting frame, startframe and endframe (like in hl), and texture, but none have done anything. Do the textures to start with +n, where n is the frame number? I've been trying to switch between jf2tech07 and jf2tech08.
Jf2tech03, Not 07
#10973 posted by jt_ on 2011/04/05 06:12:10
Yeah...
#10974 posted by metlslime on 2011/04/05 09:30:26
i've never actually tried it, but if it does work, it will work by switching between +0 and +a...
It Doesn't Work
#10975 posted by jt_ on 2011/04/05 15:05:43
The func_wall's use is set to func_wall_use, so it's going to always be switching between the textures. I worked around it.
Radiant Questions
#10976 posted by jt_ on 2011/04/08 02:57:48
1. How can i flip a texture? I went through the options for like 20 mins trying to find this to no avail.
2. I don't see anything resembling visgroups, so how does one manage large maps? Invert the selection and hide everything?
3. Is there anyway to search for specific brushes/entities? Either by type (misc_*, info_*) or by targetname? It seems like that would be useful.
#10977 posted by RickyT33 on 2011/04/08 03:26:41
jt_ to flip a texture, usually you have to set the scale to a negative figure, i.e. "'x' scale" = "-1".
I don't know if this works in Radiant, but I would have thought so, surely?
Assuming Netradiant
#10978 posted by Zwiffle on 2011/04/08 04:25:29
Setting the horizontal/vertical stretch to a negative number will flip it.
There are no vis groups, you can try selecting, inverting, hiding to remove unwanted parts of the map from view, or try using regions, which (iirc) basically removes anything not in view from your map. It doesn't delete it, it just hides, without 'hide'-ing it. It should be under Misc->Region. I am not too familiar with it, I never use it, but that's the closest I can give you.
There is an entity list to look through which will help you out. 'L' is the default short cut. You can also search by brush or entity #, under Misc->Find Brush.
Hope this helps.
Brush Number?
#10979 posted by jt_ on 2011/04/08 05:14:21
That sounds dumb.
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