Thank You
#14139 posted by
Cocerello on 2014/08/01 05:29:03
Ijed and necros. Will test them with the jam right now.
* Necros, i can't install it because it needs xp SP3 and i think that it has more disadvantages than advantages for me.
Apart from that, the internet conection i use this last months goes down on random, sometimes just after one minute, sometimes it last an hour, not that i can protest, as it is free. In those circumstances, downloading something as big as a NET. framework is imposible, even more a SP.
#14141 posted by
ijed on 2014/08/01 14:16:00
Bad light map. Did you replace all the bits that said YOURMAP? It should be one to create the bsp, one to vis it and one to light - I think the last one you missed.
#14143 posted by
Cocerello on 2014/08/01 19:38:17
No, i substituted them all, and i saw light.exe running in the compiling window. Surprisingly, i cannot see light.exe now on Worldcraft's GUI when compiling, maybe i deleted something ...
By the way, i had to delete from the .bat -transwater -oldaxis -lit, for it to work. Told me that it couldn't recognize those parameters.
* Could you explain that outdated part, Mfx?
Hm
#14145 posted by
ijed on 2014/08/01 20:28:28
What compilers are you using?
Switch to Tyrann's!
http://www.disenchant.net/
#14146 posted by
necros on 2014/08/02 05:45:28
Could you explain that outdated part
when you compile a map with coloured light, you get two files; the .bsp which has black and white lighting and a .lit file which has extra data that the engine uses to add colours. if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.
So...now What?
I've got Radiant 1.6 working with Quake (thanks Eric), I've got Necros his compiler thingie working and I can make and compile maps. Woot Woot!
Now, I want to make me some Quake stuff. However, I've never done SP before. Are there some unwritten rules for Quake SP design? Any tips? Feel free to share.
1. Always put a secret under a lift.
#14150 posted by
Cocerello on 2014/08/03 15:34:20
Necros, thanks for the link, i'll try it as soon as possible.
if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.
Yes, that was the issue. The map looks OK if i delete the
.lit file. Now to see how to make it uses .lit files like it did with WC GUI, as the parameter -lit gave errors with the .bat file.
* Ijed, i checked, all the compiling utils i use are those from Bengt Jardrup and MH(txqbsp, vis and light).
* SpronyvanJhonson.
1. Obey me.
2.
3.
For the written ones, here.
1
2
3
4
SpronyVanJohnson:
#14151 posted by
metlslime on 2014/08/03 20:26:49
Read Shambler's thoughts on Q1SP design from long ago:
part 1 part 2
Qbsp Error:
#14152 posted by
necros on 2014/08/04 07:19:24
NewWinding: 65 points
o_O
This follows after multiple healing point off plane warnings.
Necros
#14153 posted by
mfx on 2014/08/04 14:59:45
does your qbsp version support the epsilon switch? If so, fiddle with it:)
Thanks Guys!
Very useful feedback indeed!
#14155 posted by
necros on 2014/08/04 18:05:15
should have mentioned that's with aguirre's txqbsp.
tried with -epsilon 0.01 but still getting that error.
Hmm...
#14156 posted by
mfx on 2014/08/04 18:51:35
slowly raising helped me in many cases. But surely it depends:)
Found This By Accident
#14157 posted by
Cocerello on 2014/08/05 17:52:50
Can be interesting to look at, lots of things can be used for Quake1 mapping too.
http://www.quake3world.com/forum/viewtopic.php?t=290
Textures For Mapping
#14158 posted by
mechtech on 2014/08/06 16:19:54
Modified HL development textures. I find them useful for texturing curves and odd shapes. Uses full bright so you don't have to light anything.
Screenshot
Download
"Textures For Mapping With Trenchbroom"
#14159 posted by
Lunaran on 2014/08/06 17:40:34
I made some orange ones ages ago so I could map like half life. It's not need though tbh
#14161 posted by
Lunaran on 2014/08/06 22:54:21
Regarding marksurface limits and stuff, I don't think I've ever seen a plain text description of what qbsp does exactly. I know it CSGs all the brushes together, then uses brushplanes to divide the resulting space, and those spaces are organized in a tree, but that's as much detail as anything's ever gone into. It's either that or "read and comprehend the source code."
#14162 posted by
JneeraZ on 2014/08/07 16:16:33
"read and comprehend the source code"
I think that's the main stumbling block. I tried to parse through QBSP at one time because I wanted to add some features but I ended up throwing in the towel ... It's insanity distilled into C form.
#14163 posted by
metlslime on 2014/08/07 21:27:29
i managed to pick up a lot of info over the years just from conversations with other people and reading snippets here and there. There are (or were) partial explanations of different parts of QBSP on the internet in various places.