Even If The Sprite Size Exceeds Max
You can always cut it up in four pieces and display them back together.
Afraid Not
#11824 posted by Preach on 2012/03/22 23:32:09
It's not an area I know much about, it's just something I've happened upon when trialling tree models for quake. Usually when there's a quake engine mystery like this I take a peek at the source to try and find out what's going on, but the copy I look at is the Fitzquake source, which we know behaves differently in this case.
Having A Problem With My Map
D:\Program Files\Quake\hipnotic> "D:\Program Files\Quake\Qbsp.exe" maps\a_kvss.m
ap
TreeQBSP v2.05 -- Modified by Bengt Jardrup
Input file: maps\a_kvss.map
Output file: maps\a_kvss.bsp
---- LoadMapFile ----
*** ERROR 03: Line 527: Invalid brush plane format
Elapsed time : 0:00
Peak memory used : 0.5 MB
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+BSP) file: D:\Program Files\Quake\
hipnotic\.\maps\a_kvss.BSP
Build failed, because it did not create the (+PRT) file: D:\Program Files\Quake\
hipnotic\.\maps\a_kvss.PRT
using Quark with enhanced build tools.
#11826 posted by JneeraZ on 2012/03/23 19:57:49
And what does line 527 look like?
it's a QBSP error whenever i try to build the map.
#11828 posted by necros on 2012/03/23 22:50:17
you need to copy and paste line 527 so we can see what's wrong with it.
/\
#11829 posted by necros on 2012/03/23 22:50:31
that is to say, in the .map file.
can't whenever i try to buld it cancels the build with the error.
Glitchhunter96
#11831 posted by Kinn on 2012/03/23 23:34:47
you need to open the .map file in a text editor that displays line numbers (such as TextPad) and find line 527.
#11832 posted by rj on 2012/03/23 23:39:21
you can open the .map file in a text editor (eg. notepad); i believe this is what necros and willem are referring to. you will see blocks of text that look a little something like:
{
( -2608 -520 640 ) ( -2608 -520 704 ) ( -2608 -608 704 ) wizmet1_2 0 0 0 1.000000 1.000000
(some more lines like the above)
}
each chunk between the squiggly brackets is a brush and each line is a face. so whatever is on line 527 will be the problematic face
#11833 posted by rj on 2012/03/23 23:41:13
..which is basically what kinn said. crosspost :|
Crossposts
#11834 posted by Drew on 2012/03/24 02:43:47
have been super helpful for me in the past.
2 Penny's Worth
#11835 posted by ijed on 2012/03/24 04:18:15
The txt editor I use is notepad++
http://notepad-plus-plus.org/
Better, worse? I'm pretty happy with it.
And,
#11836 posted by ijed on 2012/03/24 04:20:39
glitchunter - those strings of numbers are the coordinates of the brush in your map, XYZ.
Once you know where it is open up the editor, find it and delete it.
Salvaging the brush, or deleting directly in the .map file can lead to headaches until you've got a solid grip on how everything works.
Necros: Re 11818 Above
#11837 posted by Mike Woodham on 2012/03/24 19:32:13
Is there a fixed limit to the number of frames a sprite can have? Or, can I use all of the frames to draflam2.spr if I introduce some kind of time control into the frame sequence in the .qc? (I am not clear why 20fps)
I haven't tried anything yet, I have just seen the sprite working in Fimg.exe.
Frame Limit
#11838 posted by Preach on 2012/03/24 20:12:44
I'd assume that the main limit you'll hit is the quake networking protocol. You set sprite frames in the same way as you set .mdl frames, and unmodified engines can't set frames higher than 255.
I think the 20fps is just the speed that the explosion animation looks realistic at - if you played it at the quake standard of 10fps it would look like a slow motion replay. It's not hard to do in QC but you do have to set the nextthink time manually rather than using the shorthand animation notation.
(bonus Content)
#11839 posted by Preach on 2012/03/24 20:23:23
255 is actually quite a high limit considering the average length of a sprite used in quake. Technically this means you could optimise by combining all the sprites in a mod into a single sprite with no performance hits. Mods or maps which are only a couple of precaches over the stock limit might find that valuable. On the other hand, this would save you a scant 2 model slots in id1 quake, so the mod does have to be in that sweet spot...
cf. www.alistapart.com/articles/sprites
Hitting The Limits
#11840 posted by Preach on 2012/03/24 20:24:46
Here Is The .map File.
#11842 posted by digs on 2012/03/25 06:23:59
Line: 527
( 2277 85.56250 -6.50000 ) ( 2277 85.56250 163.50000 ) ( 2277 -67.18750 -6.50000 ) blue p 72 -5 0 -1.19336 1.32813
excess symbol "p" after texture name (blue). after removal of the character I have opened normal
#11843 posted by necros on 2012/03/25 06:41:16
interesting... texmex will actually let you rename a texture with a space in it and qe3 doesn't complain about both loading, applying or saving...so looks like both quark and qe3 do that.
any others?
Explosions
#11844 posted by Mike Woodham on 2012/03/25 09:40:43
Played around and got a good result. The longer it goes on, the worse it looked so every other frame was the best compromise.
Silliness
#11845 posted by Kinn on 2012/04/02 01:56:23
ok, well long story short - I've 3-4ish years worth of doom3 mapping rotting on my harddrive which will never be finished or released. It was kinda built in a Quakeish way/scale, so.....
Doom 3 stores the brush info in a totally different way to quake. Does anyone know of an easy-ish way to get the brushes from the doom3 .map into a quake .map?
Obviously the only valid things are the basic brushes. I don't care about texture info either.
#11846 posted by necros on 2012/04/02 02:02:52
well, you can export d3 brushes as .obj and iirc, you use maya, so maybe you can import the obj file and then you will have some more options?
Well
#11847 posted by Kinn on 2012/04/02 03:15:59
sounds messy as i'd then be looking at a mesh -> brush converter.
i'll probably just have to write my own converter that reads a d3 .map and processes the brushes into quake format. Was hoping someone might have already done this but it looks like no-one has.
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