#12080 posted by necros on 2012/08/03 01:55:35
Reducing surfaces will also reduce marksurfaces.
So reducing cuts on faces then? Surface/Face that's the same thing right? Or are surfaces collections of coplanar faces or something?
So, you could use func_walls to reduce marksurfaces in the world.
So I would be seeing marksurfaces over 65535? Cause I have many func_walls already and as soon as marksurfaces go over 65k the engine crashes. I figured it was a hard limit, unlike the old 32k limit where you could go over a little without any problems.
Oh...
#12081 posted by metlslime on 2012/08/03 02:35:15
Yeah if you are going over the 65k limit then func walls won't help.
BUT, you could use external bsp files (since they have their own marksurfaces array.)
And yes, faces are the same as surfaces in this case.
#12082 posted by necros on 2012/08/03 03:13:39
yep, been converting most of the ceilings into external bsps. I would convert some outdoor stuff too, but unfortunately I'm using a lightning flash effect so that's out of the question. :(
Oh well, at least the map is fully playable. It'll just have to be light on details.
Bsp2 Enables A 130k Limit
#12083 posted by RickyT33 on 2012/08/03 03:44:06
I'm sure you could get set up. Infact RMQ demo3 has SDK, tools etc.
Yes.
#12084 posted by Drew on 2012/08/03 05:19:22
Someone set him up.
#12085 posted by necros on 2012/08/03 05:30:01
nah, I don't want to be bound to a single engine. I hate that this map only works in fitzquake variants as it is. :\
Idle Sounds
#12086 posted by sock on 2012/08/05 20:47:35
Does anyone know of any extra idle sounds that have been created for the original quake monsters?
Sock
#12087 posted by Spirit on 2012/08/05 21:55:16
Search for "urinating" on http://www.wired.com/wired/archive/4.08/id_pr.html
Apart from that, nope. Sadly American did not remember that nor have the sound.
Umm
#12088 posted by sock on 2012/08/05 22:04:46
I am not sure how that link helps, I was talking about the idle.wav files for each monster. I was wondering if any mod had done any updates to these? added more?
#12089 posted by necros on 2012/08/05 22:07:18
heh, I yelled a bit for the quoth death guards. I sound like a dork though. :P
Light Shifts
#12090 posted by madfox on 2012/08/14 04:16:11
As I am working on my map for some time there occure strange blackouts in the lightning.
I can�t seem to find a reason for it, like adding a bad brush somewhere and the brush turns total black.
Putting a light near won�t help.
It isn�t the brush because first it was right.
http://members.home.nl/gimli/shift.jpg
#12091 posted by necros on 2012/08/14 04:40:14
It's just a light artifact, not much you can do beyond rebuilding the area differently.
barring that, you can make that face a skip texture and then place an identical brush as a func_illusionary overtop of it.
Ah, Right.
#12092 posted by madfox on 2012/08/14 07:02:11
I think it a bad habbit from lightning.
Some other area's I could rebuild right, but this one stays on place.
In the earlier maps nothing was wrong.
I can use a clip brush but it feels like patching.
What happens in a compiler when I have,lets say 15 warnings, and I trie to trace them.
When I go on adding brushes sometimes the warning count gets lower.
Is it because the compiler can't see the other warnings anymore or is it just a limitation in the messages.
It feels so rude to trace warnings that later on in the proces just are vanished.
#12093 posted by necros on 2012/08/14 07:40:01
Well, some warnings are caused by things done during compiling as opposed to something you did in the editor, so when you change an area, it might affect how the compiler treats the same brushes.
Making hull1 and hull2 is the most obvious example because the hull expansion stuff is sometimes very touchy about the brushwork but also things like cuts on faces and the portals that are generated can change just by adding a single brush.
Clear
#12094 posted by madfox on 2012/08/14 09:14:19
I succeeded to make new brushes and now they are away.
Only the static entities are hard to light.
Sometimes it 's bright, then it darkens.
I've heard they receive their lighting from under but that's a difficult part in some spaces.
Madfox
#12095 posted by rudl on 2012/08/15 17:11:48
probably had something similar when q2 mapping, and fixed it by removing decimals from texture alignment.
So resetting texture alignment on that brush might help too
Warnings
#12096 posted by madfox on 2012/08/15 21:14:30
It's a brush with a sharp point.
Often I experience to get a Cut_node_portal warning at the point.
If I keep the brush concave(not 3 but 4sides) and hide the smalles side into the wall brush it was gone.
Rule is not to let brushes overleap but in this case it's the only way.
If the wall is an outside wall often the leak effect starts calling.
Strange to see the brushes split in game after compileing, but usefull to trace errors.
ID E1M1
Hi All, I am trying to move entities from the original E1M1 map to one that was released with CTF and has lots of entities like triggers and doors etc. removed. The trouble I am having is with the lights that are triggered just past the quad as you head down the spiraling path. The trigger near the quad door turned into a door withthe word ' trigger ' on it, and it opens when you hit all the red buttons. I must have assigned it a model by accident? there seems to also be a trigger counter for the buttons and activates the lights? Can anyoneexplain the proper operation or list the entities that are for those things?
Hi
#12098 posted by RickyT33 on 2012/09/13 10:47:06
http://quakeone.com/qadapter/
If you download the quakeadapter, (and Worldcraft 3.3, and install them as instructed) you will be able to find the quake-defs-by-czg.fgd file in the Worldcraft DIR. (under Windows, you need to install WC3.3 to 'Program Files' (not ... (x86/)).
This file explains to an extent how all of the different entity types work (well it will tell you what attributes each one can have etc). I have trouble findind said .fgd file anywhere else, that is why I recommend you download the quakeadapter for WC3.3 - it's the only place I know of where that fgd file can be found.
AFAIK the entity 'targetname' fields are filled with random indexes ('17239830'), rather than meaninful names (i.e. sliver_key_door), so you will have to probably play the original map to find out the exact behaviour of the entities in the map.
^
#12099 posted by RickyT33 on 2012/09/13 10:48:08
Edit:
...in the original id maps.
#12100 posted by necros on 2012/09/13 14:03:37
are you trying to transfer them from one bsp to another bsp?
you will not be able to do that if the number and combination of brush models (doors, triggers) do not match. the .map file would need to be recompiled.
Yeah
#12101 posted by RickyT33 on 2012/09/13 14:35:10
I was assuming you were working on .map files.
If you are trying to mod the BSP files then dont.
Just get the .map sources, load them into an editor, and it will all start to make sense :)
If you recompile the original sources with a modern compiler you can actually achieve better lighting, transparent water, more efficient visual optimisation.
Ok
Got the Qadaptor installed. I dont have the .map files or the .ent files its been a while since I compiled a map, I used an old program called BSP a long time ago, think it was DOS , and it would take the ents and compile them into the map, and form a bsp if I remember.
Winqbsp
#12103 posted by madfox on 2012/09/15 03:02:54
M:\QuakeArchive\madfox\compile\winbspc12\winbspc.htm
Oops
#12104 posted by madfox on 2012/09/15 03:07:48
sorry, that's my own.
http://quakeone.com/navigator/
maputillities/winbsp(decompiler)
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