Nt
#1088 posted by bascule on 2003/05/07 10:38:42
/me feels debased by my own smugness - I might have well as said please flame me ;)
Pushplay
post your problem in the "mapping help" thread as well, to make sure everyone sees it.
Mr Fribbles
#1090 posted by aguirRe on 2003/05/07 13:14:13
The engine error message "Bad surface extents" is commonly caused by having a non-solid (i.e. liquid/sky) texture in the map that is also missing from the wad (i.e. you get the compiler warning "Missing texture ...").
This is probably due to the fact that such a missing texture (that might be on a very large undivided brush face) will create problems for the engine when it silently replaces the missing texture with some other pattern (e.g. the character map) and this pattern is considered a solid texture.
The solid textured faces may not have any size (something about surface caches in the engine). This issue might be related to the one mentioned above.
Also in TreeQBSP/DuBSP, you can enable the option "-splitspecial" that will treat liquid/sky as normal solid brushes, i.e. subdivide them into smaller pieces.
As Aguire Said:
#1091 posted by metlslime on 2003/05/07 15:11:07
make sure your liquids and skies are in the wad.
Kell
#1092 posted by R.P.G. on 2003/05/07 15:17:56
R.P.G.
#1093 posted by Kell on 2003/05/07 15:47:47
thx, already played it :)
nice use of the textures/insanely high density of monsters
Omgomgomg
#1094 posted by pushplay on 2003/05/07 17:37:33
I changed from subdiv 270 to 256 and now it suddenly works. Tyrann, did you ever know that you're my hero? I'll put up some screenshots of what I have so far in an hour or so.
That dm1m2 map is pretty ok. There are some tough battles in there. I had to finish with an axe.
Yeah
#1095 posted by R.P.G. on 2003/05/07 18:33:31
The map is not exceptional, and is pretty hit and miss. However, Kell had asked me for a list of good id metal/run themed maps, so I rattled off some random maps. I wasn't sure if I included that one, but it turns out that I did.
Aye
#1096 posted by Kell on 2003/05/07 18:56:43
R.P.G. is teh man with teh metal
Pushplay
#1097 posted by Tyrann on 2003/05/07 19:28:04
I think 256 is the absolute maximum, so it's probably safer to set it just below that. TreeQBSP defaults to 240.
Frib
#1098 posted by Tyrann on 2003/05/07 19:29:51
Probably the missing sky/water/whatever texture is your problem, but if not, try setting subdivide a bit lower also.
I Got The Impression...
#1099 posted by metlslime on 2003/05/07 20:14:32
that it had to be LESS than 256. So 255.9999... would be the max, but 240 is the default becuase it's 16 aligned. I can't remember the source of this impression, though.
Second That
#1100 posted by Vodka on 2003/05/07 22:27:45
I had thought that subdiv 240 is rather dumb and results in uneffective splits and increased r_speeds, but compiling with subdivide 256 eventually started to crash quake with that
"badfaced error" (it was only in GL quake afair)
Extents
#1101 posted by Tyrann on 2003/05/07 23:11:35
Not sure how well this code will post, but from model.c:
if (!(tex->flags & TEX_SPECIAL) && s->extents[i] > 256)
Sys_Error("Bad surface extents");
So, you can make them equal to 256, but due to precision limitations it's easy to spill just over that limit if you're aiming too close.
Here's The Weird Part
#1102 posted by pushplay on 2003/05/08 03:44:39
I based my bat file off of someone else's, which was where my -subdiv 270 came from. Probably someone from here. At the time I didn't know what most of the compile options did and I'm still not entirely sure about some of them. I wonder if 270 was working for him?
Best Blonde Joke Evar.
#1103 posted by wrath on 2003/05/08 06:42:26
Yeah Wrath
#1104 posted by R.P.G. on 2003/05/08 08:18:43
It's great cause you can fool all sorts of people, but it's really just a different take on the same old thing.
Hehe
#1105 posted by H-Hour on 2003/05/08 09:31:07
Nice. It goes pretty deep, but I finally found it cycling back on itself.
Oh
#1106 posted by R.P.G. on 2003/05/08 10:08:02
And it's a lot more amusing to show it to someone else.
"That's about the fifth time I--Oh. I see."
haha
Subdivide
well if 240 sucks and 256 crashes, what am I supposed to use? :D
I`ll try taking it lower than 256, but if the r_speeds blow out I might just change it back, since I was only getting the BAD SURFACE EXTENTS error in WinQuake, I might just ignore it... nobody uses WinQuake, right? (surely not!) It`s a deathmatch map though, so I`ll have to check if it crashes software qwcl.exe
p.s thanks for the tips but all my textures appear to be present in the wads, so that isn`t the problem (nor is it a brush with 2 or more animated textures on it).
Thanks for the help guys.
240 Is Default
#1108 posted by metlslime on 2003/05/09 15:11:35
so you might as well just use it.
as for winquake/qwcl compatability, i believe the renderer for all the software engines is basically the same.
Test
#1109 posted by zzjzz on 2003/05/09 15:59:32
test
Qw Ffa Day
#1110 posted by zzjzz on 2003/05/09 16:00:16
The qw ffa day will be on Sunday 3pm EST. We will play cheshires maps starting with chesdm1 and ending with chesdm4.
That Reminds Me:
i recently got this email from:
rozbehiusa@yahoo.com
[i thought some of you might be interested, plus the sites themselves are pretty cool - UWF].
Im admin on www.nqeu.tk and wanna see if you wanna help us out there with writing news about new maps or anything related to Quake1.
The site was originaly only in swedish 5-6 years ago but now the past 2 years its english and dedicated for the Quakers around the world!
We are around 10 ppl in the staff and growing by week.
We are on daily bases on our IRC channel ( #RQ ) on irc.quakenet.org were we often meet and talk about news etc.
Recently we released a movie with www.nqmovie.tk and it have been a smashhit all around the world, from brazil -> sweden -> australia.
Im also head admin on www.quakeworld.nu, the portal for all quakeworld players and working in lots of other projects!
Hopefully you can help us out in one way or another.
/Sassa
You Know,
if I'd bloody looked in that fucking drawer seven hours ago, I'd have found that Win95 install CD and saved myself hours of grief.
(Got the parts, formatted the HD, went mad trying to copy across an existing install.)
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