@FifthElephant
#13850 posted by killpixel on 2014/06/07 22:46:57
A month or so ago I had a leak in a stupid big map. I had just done about and hour or so of mapping without checking, so it could have been anywhere (the pointfile wasn't much help).
Long story short, I just made a big box around the entire section of the map and would slowly shrink, recompile, shrink, recompile until I got the box to be about 128x128 with the leak in it. Takes only a few minutes and works when compilers fail.
Well
I had made some brushes in a way that I knew was a bit shitty... looks like they had finally degenerated to the point where they microleaked.
It's my fault really for not being more cautious. I put part of the blame on func though for putting pressure on me for saying that my map pack has to work on the normal quake exe (actually it works on winquake, there's no way I'm testing this shit on the dos version).
The worst part of this is I had already completed maybe 70% of the first episode but I have had to go back and redo huge areas (or restart some maps from scratch) to get them to work. Currently redoing one map entirely now that I had finished months ago, I have tried for a week to fix it but I can't optimise it properly so it's just going to be a different map with a similar theme.
No Ambient Sound For Water
I've noticed in my maps recently that they do not have ambient sounds despite the map named *water or *04water
Any ideas?
It's Forced By The Engine
#13853 posted by ijed on 2014/06/11 17:25:47
For particular texture names included in the id1 wad. And I think some of those don't work as well.
#13854 posted by digs on 2014/06/11 17:32:10
Like sky a water not have sound if you compile map without VIS.
Fifth
#13855 posted by JPL on 2014/06/11 21:14:33
which compiler are you using ?
I know there exist some options with aguirRe's RVIS and so maybe derivative, aka:
"-noambient", "-noambientlava", "-noambientsky", "-noambientslime", and "-noambientwater" to better control ambient sounds.
Are you sure you do not use one of these options ?
None of those options are being used JPL. I'm using Tyranns tools (I think). It's kind of weird though.
Fifth
#13857 posted by JPL on 2014/06/11 21:22:45
Did you try to change of water texture, and check whether the sounds is still away ?
Fifth
#13858 posted by Preach on 2014/06/11 22:05:57
Any chance that the vis process is failing for some reason? You'd still end up with a valid bsp file and the failure would only show up in the logs. It just sounds like the map is unvised, so it might be worth investigating that step of the compile.
It's Properly Vis'd As Far As I Can See
I used r_showtris 1 and everything looks sound, I even get the sky ambience but no water ambience. The texture is appropriately named so I'm not sure what's happening.
.. Can You Check..
#13860 posted by JPL on 2014/06/12 11:46:39
.. whether the water sound (don;t remeber the file name) is present in your pak file or sound folders... maybe it is just missing: in that case you may have an error/warning message in the console claiming the file cannot be found... hence the issue... though...
But I admit it is weird... never faced that issue before...
#13861 posted by necros on 2014/06/14 01:03:03
some are *mwater which don't make sound.
they have to start specifically with *water
Trying To Find Textures
#13862 posted by Breezeep_ on 2014/06/22 16:19:30
Any good rock textures for quake?
Hexentwo.wad
rtex066
rtex413m
Zendar.wad
cavern_dk
It's kind of a shame we don't have a system for searching wads like we do for maps on quaddicted. If we could type in "rock" or "tech" or "crate" then it would be awesome.
Or how about some kind of "wad builder" where you basically shop for textures and then download your custom wad. (it could also write a .txt file which you could copy/paste into your readme)
If only I knew how to code!
#13865 posted by necros on 2014/06/22 17:47:13
that actually sounds like it would be an interesting project. certainly not overly difficult, but would require a lot of 'manual labour' to set up the initial index and tagging all the individual textures.
the back end stuff would probably be the easiest part. basically a db which links logical texture metadata with the appropriate wad files. you'd probably either want to extract everything as loose png files or something for speed.
the web app component-- getting search results xferred over to the client browsers while maintaining responsiveness etc... would probably be the worst.
you'd definitely need some ajax async stuff so you can load images as they come in, not sure how much of a load on the server that would be. most textures are 64x64 or 128x128 which isn't all that much, but loads of tiny requests like that would probably still be bad. maybe each wad file would be stored as one large spritesheet image or maybe the backend itself could generate these spritesheets grouping textures that have the same tag.
Limits
#13866 posted by madfox on 2014/06/22 23:29:42
That Clipnodes and Marksurfaces exceed normal engine max error.
What is the easiest way to handle?
Deleting brushes, scaling up hull textures?
For some reason I always exceed the limits.
#13867 posted by necros on 2014/06/23 00:21:46
clipnodes can be reduced by putting clip brushes over parts where the player can't go.
they are created by things that the player can collide with, so putting clip brushes over them makes less places the player can go, thus less clipnodes.
marksurfaces are weird and will randomly go up and down.
Yes
#13868 posted by madfox on 2014/06/23 03:01:28
That helped stopping the clipnode warning.
I keep that shade blackouts on some brushes.
I've been trying with light settings, but the complete black brushsides seem hard to avoid.
Any Tips For Good Lighting?
#13869 posted by Breezeep_ on 2014/06/23 03:48:07
Lighting Tips
#13870 posted by sock on 2014/06/23 04:22:48
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source
Total Newbie Question
#13871 posted by total_newbie on 2014/06/23 16:10:01
Hi all, I'm just starting to learn TrenchBroom with no prior mapping experience for any game whatsoever. All of this is entirely new to me, and now I have a stupid question:
Can water brushes overlap with solid brushes? I mean, when you want to create a body of water in a map (like say you've created a pool that is not just a rectangular box, but has sloping edges etc.), do you then have to create a water brush/brushes fitting that space exactly? Or can you just create a huge rectangular water brush that overlaps with the edges of the pool/lake, as long as it fills the space you've "carved out", as it were?
A Huge Brush Covering Everything Is Fine.
#13872 posted by czg on 2014/06/23 16:40:42
Thanks!
#13873 posted by total_newbie on 2014/06/23 17:17:03
QUARK....
How the bloody hell do you remove mouse invert? And which evil bastard decided this should be the default behaviour for mouse look?!?!
|