Tyrann
Nice shots, i'm looking foward to it.
And how is it possible to fit 10,000 brushes in a map?
Ionous
#2 posted by
Tyrann on 2005/08/10 17:09:06
Thanks. Fitting the brushes in isn't that hard, but as I say at the booth, getting it to compile was the challenge. Happily I can report that it's still working as I compiled a full copy of the progess so far last week (takes about 7 hours for qbsp+light+vis). Anyway, I'll be releasing the map file after the bsp is done, as I usually do.
There's So Much Creativity In There
#3 posted by
negke on 2005/08/11 00:03:14
it almost makes me shiver and sure adds a lot to my restlessness about doing quake stuff.
i don't really care about those engine ports, though.
good thing that next week will bring some descent single player action to occupy with again... :)
Heh!
#4 posted by
necros on 2005/08/11 12:03:32
who ever decided to put the SP maps day at the end of qexpo is a genious! XD
Tyrann
#5 posted by
necros on 2005/08/11 12:15:41
what i am dying to know is how the frell you managed to get it working in quake. I have a map with roughly 7500 brushes, and i have had to remove much from it because i ran out of faces. :P
Simple, Necros
#6 posted by
starbuck on 2005/08/11 13:43:20
you just build everything out of 3 point pyramids instead of brushes. Sure, the map'll suck, but you can't have anything.
Erm
#7 posted by
starbuck on 2005/08/11 13:44:30
instead of cuboid brushes.
Necros
#8 posted by
Tyrann on 2005/08/11 14:32:33
I have a map with roughly 7500 brushes, and i have had to remove much from it because i ran out of faces.
Really? The limit is 65k and I'm only at ~30k right now. Are you sure it wasn't leaking or something?
Necros
#9 posted by
HeadThump on 2005/08/11 14:57:53
btw, how did you finaly get around the text editor size limitation problem you had last year?
.
#10 posted by
necros on 2005/08/11 15:51:57
Tyrann: Nope, wasn't leaking. in fact, at the time i was hoping that sealing the map would fix the problem... but sadly no. :P
also, iirc, the limit is 32k, but i may very well be wrong. besides clipnodes, faces is the limit i hit the most. in fact, i prefer clipnodes because solving the problem is simple, but when the problem is # faces, the only real solution is the reduction of them, which, obviously, sucks. :P
HeadThump: i am using textpad now. aguire sent me the link way back then. it's a nice text editor and has text colour and highlighting which is nice when i work on quakec.
Necros
#11 posted by
Tyrann on 2005/08/11 16:36:23
Well, the face count limit for the Quake bsp file format is 65k, but it'll most likely crash any engine that hasn't fixed the bsp loading code to handle it (or at least look severely corrupted). Actually, my map is crashing Fitzquake at the moment, so I'll have to work out why and send Metlslime a patch or something...
Crashing FQ?
#12 posted by
Kell on 2005/08/11 18:01:31
Interesting, cos my terrain map ( getting very long in the tooth and still unreleased - see my QExpo booth for screenshots ) also crashes FQ 0.8
It didn't crash FQ .75 while I was building it though. Could this be a face count issue too?
If My GLQuake
#13 posted by
aguirRe on 2005/08/12 08:19:21
doesn't crash on the map, it might print a console warning what's wrong.