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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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Yeah 
I think we can all agree time hasn't been kind to Qme.

I'm having the same problem just now actually - sank too much time into Qme and ended up having to sacrifice it all to make some changes.

I've wondered about the smoothing before actually, since Qme visually breaks the mesh, or forms it into one depending on one of two options.

Next up is the IQM format, which basically allows boned models in Quake. Apparently Gb has it exporting meshes directly from Blender into Quake - no other steps involved at all. 
Although 
It's worth mentioning that IQM needs engine support. RMQengine has it, and I think DP and others are considering it. 
Applying Transparent Shader 
Ok, so I have a brush and have applied a texture of a fence, which I need to be transparent... Where do I apply the shader? On the sides of the brush? 
You Need 
Engine support - RMQ has that as well. I think DP supports it also, but I'm not the guy to answer the question well.

Basically yes, apply the texture to the brush and it'll work. We're using { in front of the texture name to designate partial transparency, same way that * makes a texture 'liquid'. 
It's For Q3 Engine 
The fence texture goes on the face that's visible to the players ("inside"), all other faces get the nodraw texture (or nodraw_nonsolid depending on the shader settings). Also check if the shader is one-sided or double-sided - if it's the former, and the fence is supposed to be seen from both sides, then the texture needs to be applied to both sides (or the shader changed, which would be the better solution). 
 
I was given a shader called transparent.shader, which apparently does the same thing. But when i say i want a transparent fence, i mean i was the black bits on the texture to disapear. On the texture, there is a fence, and in between each piece of metal on the fence, is black, which should really be nothing. I need to remove this black. Negke, was that what you were talking about, if so. Thank you, I will try you method 
 
*Radiant. How to display the number of points for the clipper tool? I see only the points. 
Long Or Overnight VIS Job 
Something to keep in mind: if you run a long fullvis during which you are afk, for instance at night or while off to work, make sure your OS has energy saving disabled or adjusted so the VIS process won't stall and make you lose several hours. <- Just saying, because it happened to me. 
 
is there a way to make vis keep the computer awake the way playing a video does?

that'd be nice as this has happened to me too. 
 
It might be a pain but can't you just change your power management settings to never go to sleep if you're going to do a long VIS? 
 
obviously that's what we do now. in fact, that's exactly what negke said in his post. 
I Think The Function Is SetThreadExecutionState (on Windows) 
Bsp Bananas 
anyone know some things that might cause bsp to go totally bananas?

In this shot, it decided to cut a series of thin bands right through the map (this craziness slices through the entire map, even into areas that are not (yet) spatially connected:

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas1.jpg

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas2.jpg

It's not due to that light fixture, 'cause I func'ed it and the issue was still there.

Here's an area where it decided to subdiv these bars for no reason:

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas3.jpg

Anyway, there's shit like this everywhere in the map. 
I Would 
Take stuff kut of the map systematically and see if it goes away. Maybe there's a fucked up brush somewhere or something. 
Kinn: 
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed. If your map is already sealed then i don't know what will help, but it might fix it self later from geo changes in neighboring areas. 
 
try rebuilding a few brushes in that area? but yeah, not much else you can do. qbsp will even cut up stuff that's already in triangles and smaller than 480 units (i think 480? that's supposed to be the max face size). 
I Bit My Teeth Out On That One Too 
See a couple of posts above.
It doesn't make any sense - seems to be some inexplicable qbsp hiccough. Though maybe BJP could explain. The weird thing is that in most cases no direct modification will get rid of it, like upscaling the texture, trisouping the brushes, and so on. Sometimes it just goes away as you add more stuff like metl said, sometimes even if you make a seemingly unrelated change elsewhere. You can try moving the whole structure 64 units to the front so as to 'hide' the random splits. This sometimes works, but it's a surrender. 
 
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed.

Might be that actually :} *blushes* - i'll have a go sealing it and let you know 
Also.... 
necros: max face size is 240 for software quake. 
 
heh, was 2x off :D 
 
Why 240 and not 256? 
Because 
binary is too mainstream.

Anyway - cheers guys, the problem actually went away when i transfered a whopping great section to another map. Also I realise I should probably not pay too much attention to bsp's vagarities whilst dealing with an unsealed map :} 
Negke: 
it's 240 because the max lightmap size is 16x16 samples, and lightmaps don't repeat like normal textures, so you can only interpolate between samples (imagine 16 fenceposts spaced one every meter -- your fence would only be 15 meters long.)

So you have 15 "segments", and in quake the lightmap samples are one per 16 pixels on the texture, so if your texture scale is 1.00, that's 15 x 16 = 240 units.

(someone who has actually read/written lightmap code please verify or correct me on all of this.) 
Thanks For The Explanation 
 
Explosion Sprite 
I have an explosion that the player sees from a way off and the standard sprite is not visually effective from this distance. Does anyone know of a bigger exposion sprite? (I don't have the tools to manipulate sprites) 
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