Editors Lie
#13914 posted by madfox on 2014/06/26 05:43:08
Thanks Lun for your explanation.
I just saw the brushfaces slowly change in the editor and started again untill I had the right one.
Then, while mapping on, the sides became louzy, although I hadn't changed anything.
So going back to the right map slowed awfully down.
Now all brushes that stand on grid in editor start blacking out.
So editor snaps all verts untill I believe they do and then start degenerating.
@Ricky- all brushes in the screenshot are triangles that have moved vertexes, but they start telling lies.
#13915 posted by Spirit on 2014/06/26 08:06:33
Wouldn't anglesense help here?
Worth A Try.
#13916 posted by madfox on 2014/06/26 08:47:29
When I compile the map without light there's just a smooth surface,
so the error isn't the misfitting brush.
I could try anglesense, but there are many parts here so many extra lights.
Replacing them with brushes for light sense I never encounterd.
#13917 posted by metlslime on 2014/06/26 08:55:48
what about making the entire hill a func_wall?
@RingofQuaddamage
#13918 posted by sock on 2014/06/26 12:20:21
those are some good tips sock, but how am I supposed to learn how to do lighting properly?
I would recommend you find a map you like the look of (light wise) and then check out the source map file to see how it was done. Break the example map down into a small sections with light entities and gradually remove the lights one by one until you see what difference it makes.
Learning lighting for old BSP compile engines is the most time consuming thing because it involved compiling and waiting for the results. The best advice is start with lots of small test maps and try to find some good source map examples.
Critical Or Not?
#13919 posted by qyzer on 2014/06/26 16:24:05
WARNING: Mixed face contents (Sky, Empty) near (x y z)
WARNING: Mixed face contents (Sky, Empty) near (x y z)
I have like 20 of those when running txqbsp.
#13920 posted by Lunaran on 2014/06/26 17:23:39
When I compile the map without light there's just a smooth surface,
so the error isn't the misfitting brush.
the bsp structure around all those brushes probably looks like complete mulch. I'm not surprised light.exe has no idea what to do with it.
take metlslime's suggestion, make the whole thing a func wall. and put skip brushes behind it so it doesn't leak, of course.
Errors
#13921 posted by ijed on 2014/06/26 17:29:55
This is old now but stands true on most cases:
http://user.tninet.se/~xir870k/tooltips.txt
It should you understand whatever errors you're getting.
How About This.
Processing hull 1...
*** WARNING 09: Couldn't create brush faces
*** WARNING 09: Couldn't create brush faces
Processing hull 2...
*** WARNING 09: Couldn't create brush faces
*** WARNING 09: Couldn't create brush faces
I started getting these after removing a brush that wasn't closed.
Things To Try
#13923 posted by rebb on 2014/06/26 20:18:55
* Use different compilers, see if the problem disappears
* Contact compiler author if there's no obvious remedy - maybe it's a tool problem or can be fixed through a code change.
@ModFax :
Is the eMail address in your func_user information still accurate ?
Func_door_secret Bend To My Will!
#13924 posted by Preach on 2014/06/26 23:08:05
http://tomeofpreach.wordpress.com/2014/06/26/unusual-func_door_secret-angles/
That's how you do a func_door_secret that moves up last. Hardly even feels like a map hack, but there it is!
Awesome
To quote a household name, thks Preach !
Blacked Castle
#13927 posted by madfox on 2014/06/27 01:06:34
@mtlslm- turned it into a func_wall but nothing changed.
I thought func_wall didn't lit light.
@rebb- I can do, but I was wondering why the compiler give normal results, before the error started.
As long as you don't send me mod faxes I'm reliable on that email adress.
MadFox
#13928 posted by ericw on 2014/06/27 01:45:27
that looks similar to a bug I was helping mfx with: https://sourceforge.net/p/quakespasm/patches/15/attachment/mfxsp17_before.jpg - In that case it was an engine bug, but I think it could also be caused by the light tool being compiled with sse2. which light tool are you using?
Actually
#13929 posted by ericw on 2014/06/27 05:56:14
@MadFox, if you'd be willing to send me the map source and compile tools you're using, i'd be interested to poke around and see if I can see what's happening
On
#13930 posted by madfox on 2014/06/27 06:04:31
it's way.
If
#13931 posted by madfox on 2014/06/27 06:24:24
your email account wasn't outdated...
Func_door_secret Bend To My Will!
#13932 posted by Rick on 2014/06/27 17:45:00
I will definitely be trying this. I've used the func_train method in at least three places. This could free up seven or eight entities (I'm at the 256 model limit right now).
Well, It Works But...
#13933 posted by Rick on 2014/06/27 19:59:05
The door comes out of a wall and there is no light where it starts. This is a problem. With the func_train I just place it where it's going to end up and it moves to the starting path_corner when the map loads. That way it's properly lit.
With a regular door I would use "Starts Open", but that doesn't exist for secret doors. I tried reversing the way it moved but I can't seem to get it to wait between being triggered. It either opens then closes or just stays open.
It would have been nice to free up another dozen or so entities, but I can probably finish the map without them. If I can ever get around to it anyway.
_minlight
might be a possible solution to the lighting... though it may be a little flat
Manual Starts Open
#13935 posted by Preach on 2014/06/27 20:46:27
Here's a bonus hack, especially for you Rick. Move your func_door_secret into the open position, and as you do, measure exactly how far you moved horizontally and vertically. Suppose that's -256 in the x direction and 16 in the z direction.
What you now need to do is add another key to your func_door_secret - an origin key. Set the origin to be the vector that negates the movement you just performed, so for the example values above you'd set "origin" "256 0 -16". Negate each value and stick it in a vector, with a 0 for the coordinate you didn't change. Hey presto, lit in the open position, spawns in the closed position!
This trick works on some, but not all other entities - func_door for instance have problems in generating automatic triggers. So have fun, but take care too!
MadFox
#13936 posted by ericw on 2014/06/27 20:47:24
hm, mail didn't seem to get through, unfortunately. the address in my profile is correct. Could you upload it to dropbox maybe?
Ericw
#13937 posted by madfox on 2014/06/27 21:15:03
Tried again, and now it worked.
Cheque your emailbox.
Manual Starts Open
#13938 posted by Rick on 2014/06/27 21:37:19
I was actually thinking that origin might somehow work but I wasn't sure exactly how to do it. I'll give it a try when I get a chance. If I can make this work it will be very helpful.
I was afraid I'd have to somehow try to box in the door and light it in place, but that would likely blow my marksurfaces out of the water. I only have about a hundred of those left.
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