#12513 posted by JneeraZ on 2013/03/11 12:33:14
ToeTag has some weird requirements ... I THINK you have to work in the id1/maps folder or the compiler won't work. Something like that.
Willem
#12514 posted by SleepwalkR on 2013/03/11 12:45:33
/Applications/Quake/id1/<TAppli... 0x10337d0>
This looks like it's trying to interpret an object as an NSString that really isn't one. Maybe that's the root of the problems?
Thanks!
#12515 posted by EvilBunny on 2013/03/11 13:14:05
Wonder of all wonders... it was so simple and I didn't think of it..
Putting toetag in quake/id1/maps actually makes it work..
Ha. thanks again everyone :D
Ah - Sorry - I Assumed You Were Using Windows
#12516 posted by RickyT33 on 2013/03/11 13:59:31
Help, I Need Somebody; Help, Not Just Anybody...
#12517 posted by Mike Woodham on 2013/03/11 14:11:20
When I was youger so much younger than today, I never needed anybody's help in anyway. But now those days are gone, I'm not so self assured so I need someone to look over my map and play test it for me.
But there's a bit of a barrier: I will not change anything - not game-play, textures, lighting, music; not nuffink nohow. I just want to know if it works, can be played, and doesn't get broken during play.
I really just want confirmation that it is good enough to release to the ever eager public (all 29 of you), or not as the case may be. A kind of second opinion because it most definitely is not as I originally intended.
Anyone up for that? Just one? It's a big file...
Me
Post Screenshots
and upload the file somewhere, you will usually receive critique in no time...
He Knows
#12520 posted by RickyT33 on 2013/03/11 15:24:24
This is for a pre-release final bug check thrash of the map, so he doesn't want it to be public.
#12521 posted by JneeraZ on 2013/03/11 15:30:06
SleepwalkR
Oh I'm sure it's something like that. It's a bug I actually fixed in what was going to be the next version of ToeTag before my Mac died and I haven't gotten back to it ... maybe one day. :P
Yeah
#12522 posted by SleepwalkR on 2013/03/11 15:47:18
Competition is good for business ;-)
Onetruepurple
#12523 posted by Mike Woodham on 2013/03/11 17:30:48
Thanks for offering; send me your contact details: boss 'at' mikewoodham 'dot' com
I will be airborne for some time so I will not reply immediately.
Mike
#12524 posted by ijed on 2013/03/11 18:23:33
I think there's like 31 people who play now, thanks to TrenchBroom.
Ijed
#12525 posted by Mike Woodham on 2013/03/11 18:44:14
Yeah, it looks good - if I was still mapping I might have given it a try, although I have absolutely no issues with BspEditor.
I wonder how many people really do still play Quake SP maps?
#12526 posted by negke on 2013/03/11 22:16:03
Normally you'd have it tested BEFORE running the long fullvis.....
#12527 posted by wakey on 2013/03/12 16:16:45
"I wonder how many people really do still play Quake SP maps?"
At least the people here ^^
Only The Lonely, Know The Way I Feel Tonight
#12528 posted by Mike Woodham on 2013/03/12 17:41:16
Ooops, excluding the times that I have play-tested my own map, I haven't played Quake for years.
They're Coming To Take Me Away Ha Ha, They're Coming To Take Me Away
#12529 posted by Mike Woodham on 2013/03/12 17:51:34
So I'm just packaging the map for OneTruePurple to play test for me and have a quick look at the darker areas of the map and holy smoke, there's coloured banding all over the dark corners - there'a lot of dak corners as it's a 'cavern' map.
I've only seen these areas after quick Light and quick Vis and they have never shown up with this banding before. I thought running the Utils full-on was supposed to improve the quality?
I used my i7 laptop Nvidia with latest drivers, and my Pent4 with ATI, and they both show the same soddin' thing. What gives? (rhetorical question, I just need therapy)
Ying Tong Ying Tong Ying Tong Ying Tong Ying Tong Yiddle Eye Po!!!
#12530 posted by RickyT33 on 2013/03/12 19:19:07
How Many Roads Must A Man Walk Down
#12531 posted by Mike Woodham on 2013/03/12 19:47:42
No, I really am cracking up. Four years ago I used the same computer, same video drivers, same utils, same settings, and the same map file (FMB_bdg). The FullLight/FullVis I did then produced a perfectly acceptable dark-corners map with no banding - I have the original bsp output file, I've checked it.
Now, the only thing I have added since then is the Skip util; I didn't use the Skip texture in the map but it runs automatically as part of the batch file for a FullVis.
Can anyone shed some light on this (not too much in the dark corners though)?
What seems quite rediculous is that I can run a quick Light/Vis and there is no banding. As there's also no grey-flash or snagging etc, should I just release it not fully Vis'd.
Is that heresy?
Yes!
#12532 posted by ijed on 2013/03/12 20:20:42
But you should be able to run light independently of vis anyway - removing the banding by having the x4 or whatever turned off.
So you shouldn't need to re-run vis to regenerate the light map. I think.
Yeah Mike
#12533 posted by RickyT33 on 2013/03/12 20:24:44
Just re-do light.
Wood'um
#12534 posted by negke on 2013/03/12 20:26:35
What's this about banding - care to post a screenshot?
Btw, if you still have the original .prt and .vis files, you can fix certain things that require a QBSP recompile (texture errors to a certain degree, bmodel positions) and simply insert the fullvis information on the fly.
Every Picture Tells A Story Don't It
#12535 posted by Mike Woodham on 2013/03/12 20:58:04
First, this is a cavern with sculpted walls and fog.
The first picture shows -fast Light and Vis, the second with the banding, was -level 4 Light and FullVis.
http://s17.postimage.org/7zui23axr/fitz0000.jpg
http://s24.postimage.org/ytgmq1tcl/fitz0001.jpg
That Looks Like...
your video card is set to 16bit rather than 32bit!
Weird, did you change the video settings?
Yeah...
#12537 posted by metlslime on 2013/03/12 21:08:03
that has nothing to do with lightmaps
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