![](images/clear.gif) How To Use The Compiler -
Here's a tutorial on how to do the initial set up, once it's up and running you'll be flying.
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/
![](images/clear.gif) Re: Necros Compile Tools
#13406 posted by quaketree on 2013/12/16 18:20:27
I believe that those are for Windows and not Mac.
Did he say mac? I wasn't paying attention at all.
![](images/clear.gif) Beating 65535...BSP Faces Limits Tips
#13408 posted by Qmaster on 2013/12/21 18:44:57
Does anyone have tips for defeating the unsigned short integer limit of 65535 faces or verts in a bsp file?
I currently have in Worldcraft map info:
Solids: 14828
Faces: 90024
etc.
This number will probably reach around 150000 faces as I finish the map (I'm about 70% done). I have not compiled in over 10 months as it would probably take that long for vis to finish. Is it possible that I could still compile and beat the limit? I would like to stay within BSP if possible and avoid BSP2.
#13409 posted by Spirit on 2013/12/21 19:07:13
try tyranns vis
#13410 posted by Qmaster on 2013/12/21 19:45:46
Tyrann's qbsp never works for me. I just tried his latest version 0.14 and it still crashed.
Most of my brushes are created to break up an otherwise boring wall into interesting textures. I have an idea to create a couple dozen textures for specific walls to be able to make just one brush instead of I dunno 5-10. But that raises this question:
What are the texture limits for standard bsp 29?
# of unique textures?
Max texture size (e.g. 4096x4096)?
# of instances of each texture?
I can't find the limits anywhere. Google has failed me.
![](images/clear.gif) What Is Your Crash?
#13411 posted by ijed on 2013/12/21 20:37:38
With Tyrann's tools?
I've been using them exclusively so might be able to help.
![](images/clear.gif) Maybe This Will Be Helpful
#13412 posted by Rick on 2013/12/21 21:54:50
Making Textures For Quake
Be careful about the max size, I once made a texture that was 320 units tall and for some reason the alignment was off at the top by a small amount, as if the texture height had been changed by a pixel or two.
#13413 posted by Rick on 2013/12/21 22:05:53
Actually, after reading that page again for probably the 10th time, the following finally sunk in:
OpenGL requires that all textures have dimensions which are powers of two (1, 2, 4, 8, 16, etc.) When GLQuake loads a texture with non-power-of-two dimensions, it resamples it, very poorly, and passes it to OpenGL with power-of-two dimensions. So it's a good idea to make your texture dimensions powers of 2 to begin with, to avoid ugly resampling.
Guess what? 320 is not a power-of-two. Duh.
I was probably a victim of the poor resampling.
#13414 posted by Spirit on 2013/12/22 01:21:07
tyrann is an active developer, send him a proper bugreport with files to reproduce it and you might get a non crashing toolkit in days.
![](images/clear.gif) ARG
#13415 posted by Breezeep_ on 2013/12/22 03:50:59
Trenchbroom is being buggy on me! where the hell is the new update for the editor?!
![](images/clear.gif) Re: Arg
#13416 posted by Breezeep_ on 2013/12/22 04:22:46
disregard that, I've got it to work for now.
![](images/clear.gif) Uhm
#13417 posted by SleepwalkR on 2013/12/22 08:42:08
Please use the TrenchBroom thread to report problems, and if you don't give me bug reports, you won't see your problems fixed.
![](images/clear.gif) And Remember
#13418 posted by ijed on 2013/12/22 14:16:43
SleepwalkR is doing this as a hobby, for fun.
In any case, how goes TBv2?
I see you knocking down issues on the devtrack at a decent pace :)
![](images/clear.gif) Ijed
#13419 posted by SleepwalkR on 2013/12/22 16:38:53
It's going well, but there is still a lot to do... I can't really say when I can release something.
![](images/clear.gif) Tyrann's Qbsp Finally Works For Me! Worldcraft Rounding Finally Gotme
#13420 posted by Qmaster on 2013/12/23 00:10:34
I got it to work. Had to compile as bsp2 but hey I have 80000 already and have at least 50000 to go before I sleep. And polys to go before I sleep.
I found out why Tyrann's qbsp "seemed" like it wasn't working. It stops outputting to the console after upteenhundred "WARNING: Brush with duplicate plane" warnings but still compiles.
And on that note. Is there an rmf to .map converter that won't round my smaller brushes' verts to x.0?
![](images/clear.gif) Thanks For The Suggestion Spirit But It Was My Fault Not An Actual Bug
#13421 posted by Qmaster on 2013/12/23 00:12:29
![](images/clear.gif) Que Elaborado
#13422 posted by ijed on 2013/12/23 00:18:49
Ok, I'll stop now.
![](images/clear.gif) MergeAll Compile Step QBSP
#13423 posted by Qmaster on 2013/12/23 04:46:29
What does WARNING 21 : Too many edges in TryMerge mean? I don't understand what this means in the docs:
// =====================================================================================
// TryMerge
// If two polygons share a common edge and the edges that meet at the
// common points are both inside the other polygons, merge them
// Returns NULL if the faces couldn't be merged, or the new face.
// The originals will NOT be freed.
// =====================================================================================
![](images/clear.gif) IDK
#13424 posted by ijed on 2013/12/23 04:53:36
Maybe it means use better compilers?
![](images/clear.gif) Huh
#13425 posted by Rick on 2013/12/23 05:23:26
Are you trying to compile a map that is full of errors?
![](images/clear.gif) Looks Like It's My Turn
#13426 posted by skacky on 2013/12/23 11:14:04
I added quite a bit of stuff in my map and hit the MAX_MAP_ENTITIES with TyrUtils 0.6, so I switched to a more recent version (0.10). The map compiles fine, however areas that receive no illumination are now fullbright, and this even with a minlight setup in worldspawn. Is there a way around it or am I doomed to use very dim lights with very big radii?
Here's a shot so show you: http://i.imgur.com/O9ll73V.jpg
![](images/clear.gif) Well
#13427 posted by ijed on 2013/12/23 12:02:25
Do you have some delay 3/4 lights in there? From what I can see you must have some errant lights in there somewhere, the other alternative being a very powerful sunlight value, but I can't see any sky in the screenshot.
Also, minlight isn't required - not having it, or a value of 0 count as the same.
#13428 posted by skacky on 2013/12/23 12:28:35
I only use delay 5 lights, and the issue is present in the whole level, not just in this room. My sunlight value is 80.
I tried recompiling with TyrUtils 0.14 but no luck either.
![](images/clear.gif) "...Trying To Compile A Map That Is Full Of Errors?"
#13429 posted by Qmaster on 2013/12/23 19:18:59
Full of warnings. Usually about duplicate planes from rounding (we hates the rounding precious yes we do) and the occasional brush face with an invalid normal.
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