Hm
#1263 posted by Vondur on 2004/02/26 07:13:33
try looking at the textures in start.bsp, you'll get the idea of default proper scaling...
VonDur
#1264 posted by JPLambert on 2004/02/26 08:46:39
OK, there is no real method to anticipate the map looks like otherwise trying and compare the results with existent maps... It's also possible that it misses something else in my tool configuration... I will check this this evening
Thanx
?
#1265 posted by madfox on 2004/02/26 12:32:12
++++ERROR++++
numtexinfo=MAX_MAP_TEXINFO
where did I raise this bull?
Um...
#1266 posted by necros on 2004/02/26 13:21:53
i'm not sure, but i think that's the error when you have too many textures (as in filesize) the limit is 2mb, so check to see if you are over it.
You're Referring To
#1267 posted by aguirRe on 2004/02/26 14:14:21
MAX_MAP_MIPTEX (originally 2MB), which is the actual size of all textures in bsp. MadFox has hit another limit (originally 4096) which is the max # different texture info objects in bsp.
This number normally increases when you have many different textured faces in different positions/angles and it typically gets pretty high when using QuArK ETP or Hammer Valve 220 map format due to them capable of more complex texture positioning.
MadFox, I assume that you're still using the qbsp256 compiler and apparently it cannot cope with your current map requirements.
If you want to stick with that compiler, you must lower the texinfo requirements. See if you can change map format from QuArK ETP to Classic Quake in the configuration (I'm not sure you can do this in v4.07).
Otherwise you must use a newer compiler with a higher limit. Email me directly if you need more help regarding this issue.
Thanks For The Info
#1268 posted by madfox on 2004/02/26 14:24:05
I lowered the polyhedron count.
I used 1244 polyhedrons, every brush more crashes the compiler.
So I stick to this limit by sharing out brushes and delete stairs etc.
I wish I understood that MipTex Acracadabra
but it is all right, nevermind.
As long as the map compiles.
Oh
#1269 posted by PuLSaR on 2004/02/27 16:20:51
i'm not sure, but i think that's the error when you have too many textures (as in filesize) the limit is 2mb
Haven't expected that I'm close to another limit, this time of 2 mb textures. I have 1.9+ mb of them.
Is it a limit of tools or of the engine?
Damn Tag I Forgot To Close
#1270 posted by PuLSaR on 2004/02/27 16:42:51
and I forgot to thank Tronyn for explanation, it was very useful
Tex Limit
#1271 posted by aguirRe on 2004/02/27 18:12:50
that used to be 2 MB is only "limited" in one of my tools, TxQBSP (16 MB, which should be sufficient for a while ...). All other tools are "unlimited", i.e. theoretically 2 GB.
Anyone Interested
#1272 posted by Tronyn on 2004/02/28 02:07:03
Anyone interested in converting some Hexen II enemies to Quake? Specifically, I'm thinking the Hexen II mummy, which would fit in perfectly with the Night Journey's egyptian theme... I mean, uh, I'm not working on the Night Journey... uhm..
And, the Hexen II Skull Wizard would work well in the Arcane/Bookshelf project as well of course.
PuLSaR: No problem, glad to help.
Lava Light
#1273 posted by aguirRe on 2004/02/28 15:16:22
This issue came up some time ago, have you tried putting a delay 3 light with intensity 100 just above the lava surface as a spotlight, directed straight down and with a cone of 180 degrees?
If used with a slightly flickering style, it has an interesting glowing effect. This doesn't glow upwards of course, but maybe it could be combined with some other lights for better result?
QBSP Error
#1274 posted by JPLambert on 2004/02/28 16:04:38
I have a strange error with QBSP during portalize process..
WARNING:CutNodePortal_r:new portal was clipped away
I currently use QuArK6.4.0, and the tool makes a "hole found in map" error (while hole checking doesn't find one !!!???)... The map is generated, but the PRT file required by VIS tool is not generated due to the portalize process problem.
Is there anyone who can tell me where to look for ??? Or if there is a turnaround to bypass the problem ???
Thanx
Take A Look
#1275 posted by aguirRe on 2004/02/28 16:19:39
AguirRe
#1276 posted by JPlambert on 2004/02/29 05:37:55
Great !!! It solves the problem: TxQBSP found a misaligned texture... And QuArK locates the problem very easily...
Thanx !!
Bye...
_sunlight
#1277 posted by Mike Woodham on 2004/02/29 07:52:08
Is _sunlight affected by the number of sky brushes in use in a map: I am joining several maps where there are many sky brushes used to 'seal' the individual maps (some 30 individual brushes of varying dimensions). These end up in my new map in various height positions lelative to each other e.g. a sky brush may be placed at +1024 units and another at -1024 units, whereas they were create at +2048 and +3072 units.
I suppose I am asking whether or not _sunlight calculates its 'sunshine' from each sky brush and that if sky brushes are at differing heights, is the resulting 'sunshine' going to look different according to the distance between the sky and the ground. As it were...
_sunlight
#1278 posted by Mike Woodham on 2004/02/29 07:53:51
Having just hit Submit, I realise that I am probably asking this question of aguirRe more than anyone else. Still, others may be interested?
Amount Or Distance
#1279 posted by aguirRe on 2004/02/29 08:43:12
of sky brushes are irrelevant. The basic thing that matters is if a certain face can "see" a sky brush, i.e. a straight line can be drawn between the face and any sky brush. This is all that is required for indirect sunlight (sunlight2, outdoor minlight) to hit the face.
For direct sunlight, the line must also have the right angle as specified in sunmangle.
AguirRe
#1280 posted by Mike Woodham on 2004/02/29 11:07:49
Got it, thanks.
Space Skybox
#1281 posted by LTH on 2004/02/29 12:16:13
I'm looking for a skybox of empty space, nebulas, etc. If you know where I can get one, please help!
Cheers
Conversion To Ultimate Deathmatch Mod Format
http://www.planetquake.com/speedy/stuff.htm
http://www.planetquake.com/jaj/skies.html
LTH, if you can make some models for UD let me know. Enjoy... :)
http://www.planetquake.com/ud/
I'v found that speed maps suit my needs for maps for the mod. I'v patched Koohoo with the author's permission, so you can gib the end monster. Conversion of maps(speed maps mostly) by zwiffle, than, rpg, necros, xen, and a few others i'll be starting soon.
Just the changing entity lists, keeping the original flow of the game for sp. For dm, adding the mod specific items. Have many picked out, trying to narrowing it down.
If you have a problem with this let me know. No disrespect for map authors is intended. Can't find mappers, so I have to do it myself.
as
Shadowalker
#1283 posted by LTH on 2004/03/01 06:35:28
I'm a crap skinner. If you can get past that, I can make technical (ie. not monster) models. I'm quite busy right now though, so tell me what you need and I'll see if I can find the time.
And none of those skyboxes are 'empty space / nebula', which is what I'm looking for.
HOM Problem
#1284 posted by JPLambert on 2004/03/01 10:22:35
I have an HOM problem in my map during the game.. TxQBSP, RVIS and ARGHLITE processes are OK , and map size is about 500 ko only... This is the first time I face this problem. How can I prevent my map from HOM problem ???
See Post #1275
#1285 posted by aguirRe on 2004/03/01 10:42:31
..
AguirRe
#1286 posted by JPLambert on 2004/03/01 13:59:49
Thanx for your help, but, what link(s) is(are) able to help me ?? I have no idea about what to look for...
...sorry...
Sorry, It Appeared
#1287 posted by aguirRe on 2004/03/01 14:14:18
above in your post #1276 as if you already found the Q1 Tooltips and got help from it. Anyway, look in the bottom right corner of my site or click here: http://user.tninet.se/~xir870k/tooltips.txt .
If you still need help with your HOM, you can send me the zipped map+wad and I'll take a look at it.
|