TexMex
#14015 posted by quaketree on 2014/07/06 07:55:21
If that doesn't do it for you then it's safe to say that it can't be done. Not for Quake anyway.
Help With Arghrad
I'm finding on my map I'm getting overly bright red corners on my lighting (even where there isn't a light touching it). Has anyone got any experience with mapping with Quake 2 engine games?
https://www.dropbox.com/s/814f7f7htjgrx0r/Htic2-02.jpg
https://www.dropbox.com/s/vg9zld2x0d0idef/Htic2-03.jpg
I Think I've Figured It Out Myself.
I decided to change a bunch of textures on some surfaces. Updating floors, roofs and ceilings etc.
I think surfaces have a maximum allowed size and then Rad starts freaking out. It's a weird problem that doesn't occur in Quake 1 but seems to occur in Quake 2 engines.
Anyone Know How To Get Quoth 2.2's Fgd To Work With Trenchbroom?
#14018 posted by Breezeep_ on 2014/07/06 17:08:57
Perhaps...
#14019 posted by Preach on 2014/07/06 20:58:10
You might try downloading it again. The original file, released at the same time as Quoth 2.2, had some syntax errors - it turns out that the worldcraft parser is quite fault-tolerant, in a way that some other editors are not. I uploaded a version about a month later, which had these errors fixed. It now loads in Radiant, where it didn't before, so worth a shot I guess...
#14020 posted by Breezeep_ on 2014/07/06 21:03:50
where can I get the fixed version?
#14021 posted by necros on 2014/07/06 21:55:16
isn't the fgd included with trenchbroom?
Here
http://www.quaketastic.com/files/misc/quoth2.fgd
Necros: Not the 2.2 one, no.
Preach: You may want to update that link in your profile. ;~)
When I Try To Use The Fgd In Trenchbroom:
#14023 posted by Breezeep_ on 2014/07/06 22:15:39
I get this error. Parse error at line 1166, column 44: Expected token type integer number but got decimal number
#14024 posted by Spirit on 2014/07/06 22:23:42
Change "integer" in that line to "string".
#14025 posted by Breezeep_ on 2014/07/06 22:38:07
How am I supposed to do that?
Oh Nvm I Think I Get It Now, I'll Have A Look At It.
#14026 posted by Breezeep_ on 2014/07/06 22:38:48
Strange
#14027 posted by Breezeep_ on 2014/07/06 22:54:42
I changed "integer" to "string" and I'm still getting the error. must be something to do with the "delay between flashes" being set to 0.2
#14028 posted by Spirit on 2014/07/06 23:04:30
damn, I was just guessing though. Try removing the whole line and see if that helps. Don't blame me later!
String And Quotes
#14029 posted by mechtech on 2014/07/06 23:27:04
wait(string) : "Delay between flashes" : "0.2"
Need "" for string default values, might be it?
Ok
#14030 posted by Breezeep_ on 2014/07/06 23:27:29
that worked, but the models don't show up.
at least it still works.
RickyT23, Re: Posts 14013 + 14014
#14031 posted by total_newbie on 2014/07/07 13:09:30
Thanks very much for the detailed explanation.
No, I do realise that the compilers are standalone. I've been using TrenchBroom to map and them LordHavoc's hmap2 to compile (to test stuff), for which I use the terminal (i.e. the Linux "command prompt"). It's just that I could not get qbsp to work, as I clearly wasn't typing the right commands. I'll try it again later, but for now everything's working again and I've fallen back on hmap2. The problem was not with the compiler, but with the fact that I had duplicate (and as it turns out, triplicate, quadruplicate and quintuplicate) brushes), as mfx suggested above.
Still not sure how that happened, but I hope it won't happen again, as it was a pain to track down and remove all those duplicates. And no, I wasn't mapping under the influence! :)
As For The Text Editor Thing...
#14032 posted by total_newbie on 2014/07/07 13:13:03
... that's really useful information. I am able to open my map files with my humble text editor (Leafpad) and now I can simply find and replace textures if I suddenly decide to use a different texture on 1000 faces. Thanks!
#14033 posted by Spirit on 2014/07/07 13:43:27
Checkout jEdit some day, it rules!
Leafpad has some nasty undo bugs that can corrupt everything iirc.
Quake Brush Limits?
#14034 posted by total_newbie on 2014/07/07 18:32:48
What is the upper limit (if any) to the number of brushes one can have in a Quake map? I'm not even done with one third of my map's basic layout and there's a lot of detail to be added, and already I've got ~800 brushes ... at this rate I'm going to have thousands of brushes by the time I'm done. Should I be worried?
PS: Thanks, Spirit. I'll check it out.
#14035 posted by JneeraZ on 2014/07/07 18:58:38
I don't think there is a limit. The limits exist in the resulting BSP file.
Limits
#14036 posted by ijed on 2014/07/07 19:25:32
The standard bsp format is bsp29.
There's a newer one called BSP2 which needs support from compilers like Tyrann's: http://www.disenchant.net/
Where you need the -bsp2 switch to make it compile.
There is a size limit on how far away from the world 0,0 you can get - if the player leaves this volume in game then strange things happen. Can't remember the distance.
Finally, the most difficult limit to overcome is your own sanity. Slaving away on a gigantic BSP2 monstrosity is not for the faint hearted and can quickly suck the fun out of mapping if you let it.
4096 ^3
#14037 posted by - on 2014/07/07 20:18:27
My Monday Posts Suck
#14038 posted by ijed on 2014/07/07 20:24:06
To clarify:
There's are various limits to what can be compiled into a working bsp that you can play. Most of these are based on the hardware that was available in 1996. Things like how many entities and so on.
These limits, all apart from the +/-4096, can be removed if you use the BSP2 format.
For a beginner though, you really want to avoid that - keep it small and fun to start with.
Sanity ... Yeah.
#14039 posted by total_newbie on 2014/07/07 22:18:16
Thanks for the info, ijed and Scampie. Does that mean anything with +4096 or -4096 as at least one of its x/y/z coordinates is too far away? (I assume it does not mean that 68 719 476 736 is the maximum distance.)
I did start with something that was very tiny, but it was pointless to play. Now I'm trying to create something that would be reasonably enjoyable to play while looking fairly decent -- so not trying to make the next ne_ruins or something_wicked, but hopefully something not completely broken and somewhat better looking than beach1 or rohling. It just seems to have taken on a life -- and scale -- of its own...
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