Thanks For The Responses, SleepwalkR, Otp And Ijed
#14202 posted by total_newbie on 2014/08/16 21:45:43
ijed, I guess that's possible. I often Cntrl + click a few brushes in a row to select them together, and then move the entire selection. Hmm, I guess being new and inexperienced I'm just still very clumsy at mapping, but it does seem overly easy to create duplicates unintentionally in TB (seeing as it has happened to otp and mfx as well).
Any suggestions on how to track down duplicates & triplicates? Or does one just have to do it the hard way (manually, one by one)?
In Theory
#14203 posted by ijed on 2014/08/16 21:48:37
They won't cause any problems since they are a duplicate - there won't be a visible error.
It will increase your bsp compile time marginally.
I come across this problem a fair bit as well.
Nooby
#14204 posted by mfx on 2014/08/16 21:53:12
They only get in the way when you need to retouch the texturing right?, else those duplicates are harmless as the guy above said..
Duplicates, Cont.
#14205 posted by total_newbie on 2014/08/16 23:20:31
Good to know it's not a serious problem, but that adds yet another mapper (ijed) who's had the same experience ... so maybe that qualifies as a TB usability issue then? SleepwalkR, maybe it is something you could tweak in TB2? Should I post this in the TB thread or the github issue tracker -- or is it rather a non-issue? Don't want to seem as if I'm finding fault for no good reason...
mfx: Yes, a few times in the past they caused problems with textures, which was how I first noticed that I had duplicates (thanks to the tip you gave me in this thread a few weeks ago -- thanks again for that).
I wonder if there's a way of adding some feature to TB that is able to match up duplicate brush info and delete one of the entries? After all a .map file is simply text and you could do a simple "find and replace" using notepad anyway.
I'm no coder and I haven't experienced this duplicating bug. There's been instances when using the clip tool that it wont split the face properly and it just duplicates the brush instead, is this what you guys are experiencing?
Check This Out
#14207 posted by mfx on 2014/08/17 00:48:32
0....1....2....3....4....5....6....7....8....9..\
WARNING: Too many light styles on a face
lightmap point near (-4156 -1780 -117)
WARNING: Too many light styles on a face
lightmap point near (-4156 -1780 -117)
0....1....2....3....4....5....6....7....8....9....
Look at the coordinates.
I have stripped all lightstyles , still getting this warning :( And the bad lightmap.
I think i just leave it like this for now.
Aha
#14208 posted by SleepwalkR on 2014/08/17 01:03:06
The plot thickens. It's very likely that the duplicates are a result of misinterpreted ctrl+drag operations. I'll fix that for TB2.
Mr. Clean Textures
#14209 posted by Cocerello on 2014/08/17 14:32:04
I am searching for this guys excellent texture packs for Quake 2 and 3, beginning with the originals of those that Fern modified for his map Return to Dust (Fern doesn't want people to use his version), which got the Quake2 versions in here and also found this ones for Quake1.
So the question is, have i missed other Quake 1 versions of his textures or have i to rip the rest from his maps and convert what i have for Quake1?
If there is a Quake 1 version already is better, i don't mind learning to do that, but they would have been better converted to Quake 1 palette than what i would have done myself.
That Damn Min/Max Compilation Problem
#14210 posted by Daya on 2014/08/17 18:33:41
Hey everyone, I've been working on a quoth map on trenchbroom since last month and since yesterday I can't compile the fucker.
Now, before that error I could comple it fine, but I had to make some adjustments because not only was the lightning terrible (ambient shadows were fullbright, colored lightning were absolute pitch-black, sky lightnings produce misplaced shadows and lights as spotlight using mangle doesn't do shit. Also notice the sky lightning was the only light that was colored.)
I changed the general skylight with local lights located around open areas and those spotlights, I made them target a personal info_null entity while making "style = 4" to really be sure I'd get spotlights, and since then I get that dreadful "Inverted min/max" error while starting the map.
Add Compilers And Engines Used
#14211 posted by Cocerello on 2014/08/17 18:46:32
Here They Are
#14212 posted by Daya on 2014/08/17 18:53:39
Darkplaces latest build, Tyrutils as compilers (used BengtLightColouredR2 as light.exe recently for the colored lights, hoping for something better but no dice)
Try
removing "light" from the worldspawn and see what that does. Recently seen a lot of people have trouble using a minimum light level, myself included. To be honest using a min light is generally frowned upon anyway.
Still Doesn't Do It
#14214 posted by Daya on 2014/08/17 20:17:31
http://www.mediafire.com/download/jwq4cem33zg79pi/gravelwip.rar here's the map file with the wads included for those who want to try and fix this
#14215 posted by Spirit on 2014/08/17 21:04:42
I think that is a logic error, not something with light.
CALL3 450(setsize)setsize()
plats.qc : plat_spawn_inside_trigger
plats.qc : func_plat
<NO FUNCTION>
backwards mins/maxs
=========================
Host_Error: Program error
=========================
Check your platform brushes.
#14216 posted by Spirit on 2014/08/17 21:06:18
Yes, I can load it just fine if I remove the func_plats.
#14217 posted by Daya on 2014/08/17 21:31:08
Fuck, it's always the platforms, they can't handle negatives.
Composition In Level Design
#14218 posted by Matt on 2014/08/17 22:19:04
I haven't been posting here since like... 2001? No idea if someone remembers me. I'm MaTi, I did MATDMx or MATSPx ;) Anyway, I wrote an article about Composition in Level Design.
http://level-design.org/wiki/index.php?title=LDWiki:Composition
...aaaand the Gamasutra version:
http://gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
Fern Doesn't Want People To Use His Version
#14219 posted by SleepwalkR on 2014/08/17 22:24:27
Well, fuck that guy then. How can you not allow others to use your stuff when you yourself are using the work that others have made freely available for you? What an asshat.
Well, More Exactly
#14220 posted by Cocerello on 2014/08/18 00:09:33
it says in the text file:
If you want the originals, please go to these sites:
http:// ......
DO NOT RIP THESE TEXTURES FROM THE BSP!!! GET THE ORIGINALS INSTEAD!!!
Well, he is free to do what he wants with them. And also, there is at least a turtlemap by another author in Quaddicted that uses those textures, so maybe he changed his mind.
Those Last Colors In The Palette...
#14221 posted by Hipshot on 2014/08/18 05:07:06
Hrm, any good way to remove those colors if they were used on a texture inside a wad.
I copy pasted an image from photoshop into TexMex, the result was good, but some pixels are fullbright, like a few scattered all over the place, but I can't manually sit down trying to find them.
Can I somehow select by palette in either TexMex or Wally perhaps, OR already inside photshop and then change a color to another palette id?
I Found A Way...
#14222 posted by Hipshot on 2014/08/18 05:13:11
I edited the palette in photoshop, I just turned all the last colors pink, then the next time I did a index, it didn't choose the pink ones, cause they were to far away to match.
I assume it's the last 32 colors in the palette that is fullbright?
#14223 posted by ptoing on 2014/08/18 05:23:01
Yeah, last 32 are fullbright. I use 2 palettes when making textures. one with them in there and one without them. That way I have to be working on a texture where I know I need fullbright to have them there and nothing can sneak in.
Then again I am not using PS for doing Quake textures, but Cosmigo Promotion which is for index painting and pixel work.
I Use Paintshop Pro!
From like 1997.
I also have 2 palettes :)
Another Option
#14225 posted by Preach on 2014/08/18 11:45:40
You can also use QME for this kind of conversion:
http://tomeofpreach.wordpress.com/2012/12/31/in-defence-of-qme/
It's a bit of an extra hassle to have to mock up a model with the correct texture size and import/export a skin. The advantage is you gain a bit more fine control - you can choose which rows of the quake palette the fullbrights are allowed to remap to. This makes it best for when the standard conversion is coming out a bit wonky - as a fallback for stranger textures.
Massive Slowdowns On My Map
#14226 posted by Daya on 2014/08/18 17:32:35
So after getting rid of that compiling problem, another problem went back:
In Darkplaces, it is massive slowdowns with flashing polygons. In Quakespasm, it's just massive slowdowns.
How can this be? Is it because of the skybox that is too big or something else?
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