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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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Even If The Sprite Size Exceeds Max 
You can always cut it up in four pieces and display them back together. 
Afraid Not 
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. 
 
And what does line 527 look like? 
 
it's a QBSP error whenever i try to build the map. 
 
you need to copy and paste line 527 so we can see what's wrong with it. 
/\ 
that is to say, in the .map file. 
 
can't whenever i try to buld it cancels the build with the error. 
Glitchhunter96 
you need to open the .map file in a text editor that displays line numbers (such as TextPad) and find line 527. 
 
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 
 
..which is basically what kinn said. crosspost :| 
Crossposts 
have been super helpful for me in the past. 
2 Penny's Worth 
The txt editor I use is notepad++

http://notepad-plus-plus.org/

Better, worse? I'm pretty happy with it. 
And, 
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 
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 
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) 
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 
that url was just one character too long

http://www.alistapart.com/articles/sprites 
Here Is The .map File. 
 
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 
 
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 
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 
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. 
 
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 
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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