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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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The room you just deleted, see what happens if you copy/paste it to the top of the .map in a text editor. Long shot, but it's really a matter of clutching at straws for a good part... 
 
Also check if there are walls made up of multiple brushes (in the same plane) with the same texture but different offsets, e.g. from copying or moving with texture lock. Often barely visible, but QBSP treats them as individual surfaces instead of a single one. 
Hulls 
Thanks negke, I feel a little better now. Fern said something about hulls, I must admit I don't know what are those, but checking the Quark log I assume that my map is split somehow in 2 hulls

------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+

Looking at the map I see that it seems to be split in 16 zones, check the screenshot here:
http://www.abload.de/img/mapogyqh.png

So I thought to move all the map to the left to have the map in only 8 zones. If I cut a little from a long tunnel I could get it much better, only to one "zone".

Anyway, the first step was to move it only to the left a little (selecting everything and pressing left arrow a lot of times, keeping everything to grid).

But the map didn't compiled at all after that, I get
SubdivideFace: Didn't split the polygon near (-1920 1536 488), tech14_1

I encountered that error in the past when making long thin polygons, I only needed to scale the texture to get rid of the error.

Now I see the error after I "move" the map in editor...

Anyway, back to the question: what is a "hull"?

I noticed one time in the past that if I use noclip and I continue to move forward I end up soon in the "back", like I woul be teleported somehow. Does that has anything to do with the "hull" concept? 
 
The engine uses the three hulls for collision. See here for a short explanation.
This is largely unrelated to your marksurfaces problem.

The zones are only a visual addition in the editor, the map doesn't need to stay within a zone for better results. Having said that, with all the weirdness surrounding the marksurface mystery, moving the entire map could potentially affect the count, for better or worse. The SubdivideFace error could be related to the texture lock messing up some offset perhaps.

On the editor shot, the level doesn't look very large, so I'm a little surprised you hit the limit already. Or does it only seem that way from that persective? 
 
As for suddenly ending up on the other side when noclipping in one direction, this is because the standard bsp format only allows a maximum world area of 8192^3 units (+4096 to -4096 on every axis). 
Map Size 
Well, the map is not large at all, but it's made from many, many slim walls, it has a lot of "bars" and it's not optimised at all.

If I had to compare the map with another map (only regarding the size - "volume cubic meters :)), I'd say that it's about twice the size of E1M1, but it's much more cramped, there's a lot of little rooms and tunnels. 
Because... 
<Perse|Fr3n> is there in Q1 a way to make messages print in the corner instead of the center?
<Perse|Fr3n> i.e.you got the nails, you got the silver keycard, you got the comandant's severed head


I know I can kill the object, trigger a sound, and use info_command "bf" to emulate picking up an "object" but I was wondering if, short of messing around in .qc, it were possible to also emulate the confirmation text one normally gets when picking stuff up. 
ASDF 
forgot there was an echo command. problem solved. nevermind. 
 
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it which is really annoying if you're fighting (also annoying are engines that don't print such messages into the console so if you miss it because you were busy/it was too long you can't reread it).

I dunno if it's changeable cause I just use different engines :P 
 
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it
Just add a couple of '\n' to the front of your centerprint messages and they will appear below the crosshair and not be so intrusive to game play. 
 
Don't they then end up in front of the crosshair of other engines? 
Preach 
And what is it with those missing door sounds ir_start.wav and ir_stop.wav (as well as er_) in Quoth? 
Region Locked 
There's actually a fascinating history behind those sounds. They were only ever made available in the Japanese version of Quoth called &#12527;&#12479;&#12522;&#12460;&#12521;&#12473;&#35441;&#12377;&#12289;&#27578;&#12373;&#12428;&#12383;&#22971; (lit: speaking raven, slain wife). The Asian region release came with the construction kit along with arcade mode and a completely different model for the gaunt
http://tomeofpreach.files.wordpress.com/2012/12/horror.jpg

Sadly these files never made it into the European version, although for save-game-compatibility reasons the progs has to look for them...Or I screwed up and never noticed because they were sitting in the dev sounds directory outside the pak. Will you hurry up and ask for your copy of the 2.2 beta negke, you'd clearly be a huge asset to the testing! 
Since Func_ Isn't Japanese Compatible Either 
Them Japanese Always Get The Better Releases.... 
Ok, why not (lots of reasons). Let me test the beta so I can play through all of those terrible unbalanced Quoth maps again! 
Cliff Faces 
are a pain in the ass. 
Cliff F�ces? 
 
Cliff Demons 
O_O 
 
 
that's cool! how'd you make that? 
Skyboxes 
It are free OBJ. files from Poison on Renderocity. Mighty objects there!
I just packed them up in Vue with a red fluid into a bright skybox.

http://www.renderosity.com/mod/bcs/cliff-demons-landscape-props-/60215 
 
could even be imported into a Quake 1 map by using q3map2 and a q3bsp supporting engine with reflective water (ie FTEQW).

Nice scene madfox. 
Sign-on Buffer 
Does 8008 sign-on buffer exceeds 7998 affect how sound is played?

I have a triggered sound in one map that, if playing when the player dies, stops immediately and the death sound starts. Just right.

The same sound in a differnt map, with the same progs.dat, with the same trigger, does not stop and continues playing when the player dies and the death sound plays over the top.

To all intents and purposes, the scenario is fairly simmilar except that the entity and brush count in each map is different: the sign-on buffer error only happens in the second map.

Actually, the error count is quite high in the second map:-

* at game loading
- marksurfaces 33824
- 8008 sign-on buffer

*at map loading
- 64 lightmaps exceeds 64 (?)
- 1046 byte packet exceeds 1024
- 295 visedicts exceeds 256

* in game
- 602 edicts exceeds 600
- 33 blights exceeds 32
- 602 edicts exceeds 600


Any ideas?

(in FitzQ these errors do not affect gameplay so I am not minded to do anything about them. But the overwritten death sound error has nuisance value above the other errors) 
 
The signon buffer would only affect things when a map is loading. It's something to do with all the data being uploaded to the server for the first frame (monsters for example, which is why spawning them in delayed reduces the signon buffer).

More likely something else in your progs is doing it and it's a coincidence that it occurs in one map and not another or something else in that map is causing it. 
Necros 
OK, thanks.

I think it's time to retire. 
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