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Sproooony...
#14167 posted by Hipshot on 2014/08/08 00:08:24
I saw that sproony got it working... I'll just do what he did.
Whatever that was.
If You Don't Mind Beta Testing
#14168 posted by ericw on 2014/08/08 00:08:38
#14169 posted by Hipshot on 2014/08/08 00:27:31
Thanks a lot, that worked like a charm.
Now I only need to know how to compile, well, I know how, but where does one find qbsp and qvis and those things now?
When I have those things, I won't bother anyone until I show something =)
#14170 posted by necros on 2014/08/08 00:47:46
i'd say this is a good start: http://www.voidspark.net/projects/bjptools_xt/
aguirre's tools were the best around, but the above ones expand on them in a lot of good ways. most notably they have detail and hit brush support.
there are others, MH has some and tyrann as well, but I don't use them so can't really speak to them.
#14171 posted by Lunaran on 2014/08/08 03:33:15
whoa whoa
whose site is that
Those Are Rebb's "jury-rigged" Compilers
#14172 posted by necros on 2014/08/08 04:12:03
they have aguirre's compilers as a base and added in all the new toys.
#14173 posted by Lunaran on 2014/08/08 06:30:34
That's what I thought, but the site/readmes don't say "by rebb" anywhere :\
#14174 posted by rebb on 2014/08/08 14:55:50
Definitely also try Tyrann's Tools, they are in many ways done more professionally and he has a lot of experience building these things. In comparison i'm more of an ape hitting a pile of code with a bone. Also the TyrUtils lighting tool has some advanced features over the BJP based one.
It's probably a good idea to build your maps so they compile on different tools, allowing for tests to decide which work best for you.
#14175 posted by Lunaran on 2014/08/08 18:23:46
I use your txqbsp and wvis and tyrann's light, FWIW.
So Do I
#14176 posted by mfx on 2014/08/08 18:27:27
Same Here
#14177 posted by skacky on 2014/08/08 19:17:51
Compiling
I'll send Hipshot my working folder which, oddly enough, gave me a lot of headache because the compilers wouldn't work. When I started over, with the exact same folder structure, it all of a sudden did work. Weird stuff, but it's sorted thanks to Eric.
Besides Hipshot, you know lots of modern stuff so that's not the reason for skipping Trenchbroom. No, it's that good old Radiant love that brought you here.
What's a good way to get a func_train to sound like it fits in a base map? "rachet metal" or whatever obviously doesn't fit. I've tried using quoth's custom sounds to use the base plat/door sounds and they are slightly better but still kind of meh. Hipnotic's ambient/humming.wav in an ambient_generalpurpose is not too bad but I'm still not thrilled with it.
Quake 2 Problem
I'm currently making a Q2 map but for some weird reason the skybox doesn't seem to show up. I don't think I've done anything inherently wrong with it.
https://www.dropbox.com/s/hhh00hhjxxngitl/q2map1.map
This is the map file (less than 100kb). I'm kind of lost as to what to do. Anyone have any ideas?
Basetrains
#14181 posted by Lunaran on 2014/08/11 03:09:52
You could make the train silent and have trigger_relays fire timed doors hidden behind the walls :D
on the same principle but less offensively, you could use the info_notnull use=plat_hit_bottom hack for playing .noise1 when triggered, and have the train trigger those along the way instead.
#14182 posted by negke on 2014/08/11 08:39:21
You can override the train's sound effects by setting "sounds" to some invalid value and then use some other precached wavs in "noise" and "noise1".
#12855 And #12857 Witchcraft Revealed
#14183 posted by Cocerello on 2014/08/13 16:45:28
It was a Windows 7 issue.
Windows 7 is saving my maps to a second location apart from the saving Worldcrafdt does, in c:\users\myusername\appdata\local\virtualstore\program files\worldcraft\, apart from c:\program files\worldcraft\maps\ that Worldcraft saves to by default.
This doesn't happen all the time, so there is two different versions, and sometimes it loads the WC version and others the second version, leading to me thinking that it wasn't saving them half the time.
This never happened to me in Windows 95/98 SE/2000/XP sp2 and sp3 and in Ubuntu, Fedora and Red Hat distros.
An Explanation
#14184 posted by Preach on 2014/08/13 23:30:42
Not a justification mind...just what's happening there!
The "Program Files" folder is regarded by the microsoft team as a place you should fear to tread. The average user shouldn't need to ever look in the folders there, and because all the stuff in there is executable, it's security sensitive and unprivileged processes aren't allowed to make changes. Previous versions of windows did not enforce this, but Windows 7 (and vista maybe) make the folders protected.
Now, lots of old programs regard their program files folder as something they can write to at will, which causes a compatibility problem when you try in a newer OS. What Windows 7 attempts is to detect when that's happening, and redirect all the file activity elsewhere - to a lower security folder where you have permission to write things but can't do damage. This redirection is meant to be transparent to the program receiving the workaround.
Worldcraft is a pretty old program, certainly not designed at a time when these rules were enforced in this way. So saving maps in the program directory triggers the compatibility stuff, but evidently it's not working 100%. My advice is to move the folder out of Program Files, to it's own folder off the hard drive. You might also need to reset the permissions on the folder once it arrive. This also lets you have a shorter path without spaces, which can be helpful at the compiling stages : -)
Thanks Preach
#14185 posted by necros on 2014/08/14 01:29:23
Did not know about the folder redirection. Very interesting and good to know.
Another Program
#14186 posted by Cocerello on 2014/08/14 16:49:41
to the big list of those i use regularly that work badly on Windows xp sp3/vista/7/8. At least it hasn't gone to the also big list of those that i have to tweak to deactivate Windows unfounded complains (mainly at installing) or those that directly don't work at all.
Thanks a lot for the info, Preach, very instructive, and thanks to you i can now map a bit in this computer. Never suspected something like that happened, even though that now that i think it well, Windows 7 is full of occasions where it tries to restrict what you do. I hope that i won't be forced to switch to Windows 7 in a loooong time.
#14187 posted by mfx on 2014/08/14 23:19:59
How can this happen? Left side..
There is no misalignment, no duplicate whatsoever..
I tried to cut the concerning brush in 2, i�ve rebuild the brushwork(twice!!), i have put light sources all over the place and tweaked them.
Nothing helps, atm there is a light (300) right in front of it..
I�m gonna smash some smartphones now, can anybody explain me what is going on there in the meantime?
Hmm
#14188 posted by DaZ on 2014/08/14 23:29:22
I'm sure i've seen some lighting artifacts like that caused by coloured lighting in maps. Didn't someone have problems like this with a jam 2 map entry?
Can't be any more specific, sorry.
No .lit File Btw
#14189 posted by mfx on 2014/08/14 23:33:40
Could Be The Floating-point Issue Again
#14190 posted by ericw on 2014/08/14 23:51:50
where the light tool and engine calculate different sizes for that face's lightmap.
are you by chance compiling with OS X compile utils? maybe try a different 'light' util if possible?
Light Map
#14191 posted by ijed on 2014/08/14 23:52:13
It never gets bigger, no matter how big your map is. Meaning resolution is lost and these types of errors begin creeping in.
You'd have to rebuild the area as different shapes; it seems angular ones, especially 45 degree ones, are very good for provoking this issue.
I can suggest two possible fixes.
Use -extra4 this might reduce the black bleeding onto what should be a lit brush. Probably a waste of time.
Make that particular surface a func_wall and give it _minlight 100 (using Tyrann's tools) so it is forced to be lit to a minimum level, but any light from the level that should affect it still will.
Maybe a third option would be an external bsp meaning you'd copy the lights over to a small piece of map which would effectively have it's own light map included, then spawn it through qc. But that's probably a lot of pissing about and I don't think .lit is supported if you'd want to use it on that piece later.
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