#13228 posted by necros on 2013/09/07 21:11:19
did you follow all the steps?
type the rest:
move q3.out q1.map
txqbsp q1
the move command will rename the .out file to q1.map and then you need to try compiling it.
Lol
Typed it as a single command :)
It works. Thank you very much. Now only to figure out what goes wrong. It does give a couple of no entities in empty space warnings but nothing destructive.
Importing A Question
#13230 posted by Preach on 2013/09/07 22:14:11
Mick asked:
I'm currently working on porting some Q3 maps to Quakeworld. And some of the maps has doors in them. And after finishing the map it all works well on my localhost server through ezQuake. When typing /map mapname
But today some of the maps was added to qw.lanvegas.net:28501
And the doors doesn't work at all, they are both triggered by shooting and by touching a trigger. Does it have something to do with KTX server (1.37)? Or do I have to make the door's in some other way ?
Mapename: Q1Q3DM7
Thread at qw.nu -> http://www.quakeworld.nu/forum/topic/6152
I just downloaded the file q1q3md7_b4.bsp, and opened it up in a hex editor. I can't find any func_door entities in the file, or indeed any func_ type entities of any class. Did I get the wrong file? If there's a different copy on the server, any chance of a direct link?
Quakespasm
Not really about editing but this seems like the best place though. I'm using Quakespasm. Everytime I move, textures like water/teleporters/etc get all blurry. I'm using the default engine, with default textures, no changes whatsoever. I can't post a screenshot since it only happens when I look around.
If neccessary, I could figure out how to do demos and post that. Any ideas?
#13232 posted by Spirit on 2013/09/12 11:57:27
What map? Transparent water?
Try r_novis 1 OR r_wateralpha 1.
I Have The Same Issue
#13233 posted by SleepwalkR on 2013/09/12 12:04:54
Haven't tracked it down yet, though. I'm on Mac OS X. Sprony, you should post this in the Quakespasm thread.
That's A Combination Of...
#13234 posted by quaketree on 2013/09/12 22:41:51
transparent water and the r_wateralpha settings. I think that you have to go with r_oldwater 1 to fix that (but I'm not sure). Either that or recompile the maps to have transparent water. Google id1vis to find the tool that will do that for you.
Make sure that you back up the id1 folder first though.
The issue here is that vanilla Quake cuts you off from seeing through liquids from the outside. That was to help lower r_speeds due to computer limitations back then. This had to be done at the map compiling level (bsp). Quakespasm assumes by default that you have already converted the levels bsp file to remove that visual limitation but if you didn't you get blurry liquids.
r_novis 1 does the trick for me. Thanks!
The Bug
#13236 posted by ijed on 2013/09/13 21:39:42
Is called HOM (Hall of Mirrors) and means you're looking at water that wasn't vis'ed.
r_novis turns off all vis data for the level - which will make the map slightly slower running. In an id1 level this won't be a problem, but if you try the same trick in a big map it'll probably slow down the game FPS a fair bit, depending on your PC.
#13237 posted by negke on 2013/09/14 15:12:40
So the obvious solution is not r_novis 1 but r_wateralpha 1.
Or...
#13238 posted by JPL on 2013/09/14 18:08:24
... fullvis the map... that would help eventually ;)
Uh...
#13239 posted by Qmaster on 2013/09/15 00:18:27
Is there some sort of visible brush entity limit in Darkplaces? Because some buttons and func_wall decorations are invisible or else stretched and splayed across the whole map.
#13240 posted by ALLCAPS on 2013/09/16 03:24:29
If I recall there's a limit but it's astronomical. Have you tried a different engine, or using a different compiler?
"...but It's Astronomical."
#13241 posted by Qmaster on 2013/09/19 03:32:03
Oh, okay it makes sense now. I thought their wasn't a limit so I just kept mapping, and mapping...and mapping...and here I go for some more...
Hey Tyrann Buddy
#13242 posted by Qmaster on 2013/09/19 03:52:39
How's that awesome new qbsp coming along?
Trenchbroom Prefabs?
#13243 posted by ALLCAPS on 2013/09/19 20:28:38
Is there a way to handle prefabs in TB? I know that there isn't, but how are people handling it? I brushed up this really bitchin spire and want to keep it around without having to open the map it's in and copy-pasta it.
Cp
#13244 posted by ijed on 2013/09/19 22:30:53
Is the only way for now, I tend to make things like that into a func_group and then double click to select them all, using Ctrl drag to clone.
Prefabbing has been brought up on the forum, I think Sleepwalker is planning this for tb2 - might be completely wrong though.
It's On My Radar
#13245 posted by SleepwalkR on 2013/09/19 23:23:03
The very first version of TB had prefabs, but I'm not sure how useful they really are.
Sleepy
#13246 posted by - on 2013/09/19 23:44:42
not sure if I mentioned this or not, but the way portal2 (and perhaps some of the other modern source engine games) use 'prefabs' is nice.
basically, they are .map files which are instanced into the current .map, allowing even large sections of geometry to be reused and updated in a central map. writing this it sounds completely boring... but trust me, their use of them proves to me prefabs can be useful!
Not Sure How Useful They Are
Actually they are reeeeaaallllyyy useful man. To the point where I have a map full of them that I open and copy paste as needed.
Sleepwalkr
#13248 posted by mfx on 2013/09/20 00:07:11
i�m doing the same procedure as 5th.
Instancing
#13249 posted by SleepwalkR on 2013/09/20 00:11:40
There's some discussion about it in the issue tracker and I'd like to roll it into a prefab system. Good to know people do use them, I'll keep that in mind.
Well
#13250 posted by ijed on 2013/09/20 00:44:01
One idea I proposed was to use .map - had no idea portal2 used it though.
It could work really well if used like the entities tab - you see a little preview of each prefab and just drag n drop into your current level. And just saving prefabs into a 'prefab' sub folder...
The complex part with the current workflow would be including entities with prefabs though, since grouping things can only be done through making them into a brush func group entity as of now.
I don't think an instancing support would be required, but I honestly don't know. Maybe it would be incredibly awesome to edit all your doors or whatever by opening a single prefab.map.
All the door frames in my test mod have broken offsets where the door z fights with the frame when open.
Virtus DMM Has Prefabs
#13251 posted by madfox on 2013/09/20 02:18:26
This Explains Everything
#13252 posted by czg on 2013/09/20 08:09:39
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