#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.
#11848 posted by - on 2012/04/02 05:52:52
see if you can get in contact with Lunaran, he's written all sorts of .map format converters in his day, he may have a python script laying around that does it
I Could Ask Him Yeah
#11849 posted by Kinn on 2012/04/02 16:50:09
tbh though, now that i think about it, by the time I've nerfed all the detail, filled in the bits that used to be covered by patches/models, and retextured everything, I may as well have just built the blimmin thing from scratch anyway...
E2m2 Bug
#11850 posted by Mike Woodham on 2012/04/03 21:14:22
Is this 'fixable'?
I have it in an earlier FMB map where I use a trigger_once to killtarget a trigger_push. I know that FQ intercepts the bug and there is no crash, but not everyone uses FQ.
E2m2 Bug
#11851 posted by Mike Woodham on 2012/04/03 21:25:41
I mean is it fixable via the editor in some way - I need both triggers, even though the trigger_once is only there to accommodate speedrunning shortcut merchants; 'normal' players won't experience any problem anyway.
Testy
#11852 posted by Preach on 2012/04/03 23:11:14
The engine problem is removing an entity during a touch function - this is illegal but in fact quite hard to always prevent. We can make a special bit of code for this case though. Instead of directly removing the entity in the killtarget code:
1. Set the targetted trigger .touch function to SUB_Null so that it can't be touched any more. This renders it effectively inert without breaking the link list.
2. Set .think = SUB_Remove and .nextthink = 0.1 to tidy it up later. This way we'll be safely in a think function when the removal occurs.
The trick is to detect when we can remove directly and when we need this trick. The safest thing is just to special case it - make a new special kind of entity which performs this "slower, safer" removal on killtargets, and just use it here when needed.
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