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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Inquiry 
In the spirit of scientific enquiry, could you try moving them even further from the origin of the map and seeing if they still misbehave?

I've been trying to run through possible issues, haven't seen anything obvious in the QC. The 4096 coordinate limit in stock engines is imposed by the network messages; the server stores coordinates internally as floats. It seems impossible even in a Q3 format map that you would have a map which could overflow a floating point vector. So if you can reliably reproduce it I might have to borrow a copy of the map to find out why... 
Scratch That 
Never mind, there's literally just code that removes a polyp whenever they leave the range 8192 to -8192 in any coordinate. The function is called polyp_skyabove so I assume it went in there to catch polyps that flew away into the sky and out of the map.

I suppose we have to say it's by design now... 
 
Any other quoth monsters have that code? 
Mocksurfaces 
Can this please make any sense??? After long woes and trial and erroring with countless 5-min long compiling breaks, I managed to bring the marksurfaces count just under the limit - again; for the x-th time. Even simplifying rooms and shit. Then I fix a simple portal error on a small step (invisible face), and suddenly the whole count is down 300 points. Is QBSP making fun of me or something?! 
It's Like Chaos Theory I Guess 
I have noticed that sometimes adding stuff to the map can actually lower figures instead of increasing them. 
Ha 
There is nothing I can contribute to your knowledge, but its comforting to know you get as perplexed over that shit as anyone else...
Also, nice to know you're working on something (apparently something large). 
Also... 
one thing czg figured out was that you can exceed the marksurfaces limit and not crash, as long as the extra marksurfaces come from bmodels and not the worldmodel.

Unfortunately there is currently no tool or engine that reports worldmodel marksurfaces specifically (that I know of.) 
Metl 
Bspinfo.exe 
Exceptional 
Any other quoth monsters have that code?

Nope, it's part of a larger function that only applies to the polyp. 
 
as long as the extra marksurfaces come from bmodels and not the worldmodel

that's interesting and good to know. :) 
Dont Fight It 
Use external mapmodels. 
Or Bsp2 
 
Negke 
Just use BSP2 - its not tied to the mod. 
Wagh 
Looks like I've got recent post blindness. 
Carve Functionality ... 
Do any of the following editors have "carve" functionality like Worldcraft:

1. Quark
2. QER (Sikkpin) or GTKRadiant or NetRadiant
3. ToeTag (I didn't see it anywhere)

I'm trying to grasp the concept of how brush splitting occurs in code and with the 3 all being open source. 
 
sikkpin's qe3 and gtkradiant do, as does quark. 
Shader Downloads 
I am using NetRadiant (GtkRadiant) and when I right click on the 2d box, and go to func, I am missing some (e.g. func_breakable, and func_door)

Where can I locate and download these files?

I was also interested in finding some 3D models, if anyone ahs any links :) 
 
in quark you can have subtractive brushes and there is a carving function too. and since it is quark you will probably end up with floating point horror in any case. 
Shader Downloads 
I am using NetRadiant (GtkRadiant) and when I right click on the 2d box, and go to func, I am missing some (e.g. func_breakable, and func_door)

Where can I locate and download these files?

I was also interested in finding some 3D models, if anyone ahs any links :) 
 
what game or mod? 
 
Urban terror 
 
You need the entity def file for Urban Terror (probably on its website). If that one is missing the entities, you can edit the file with a text editor and add them manually. Just follow the pattern the other entities have. Or copy the missing ents from the default Q3A def file. 
 
Yes i have that, but i dont know where to put it 
 
I'm running NetRadiant on my mac, and I have tried putting UrbanTerror.def (The file with these functions) in every single folder in radiant, and in Urban Terror, but still nothing??? 
 
DEF file are best placed as a standalone game, but not as a mod. And do not forget to add UrbanTerror.game file in the directory "netradiant/games" 
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