#14440 posted by Lunaran on 2014/09/24 02:51:27
Okay. So you compile the map and you don't get an aas file at all? Does bspc give you an error? If the map also doesn't load in q3, do you get an error there?
MAX MAP VERTS
#14441 posted by Ionous at work on 2014/09/25 11:13:53
So I hit the limit with the latest compile. At almost 15,000 brushes I should have seen it coming. Oh well.
I'd like to continue, as there is still much to construct. Would converting the existing brushwork that doesn't touch the void into func_detail fix this problem?
Thanks.
#14442 posted by JneeraZ on 2014/09/25 13:53:24
You could convert some of it and see if the problem goes away. Might be faster than waiting for someone to tell you if it will work or not.
Eh I'm At Work Anyway
#14443 posted by Ionous at work on 2014/09/25 13:57:35
And going to sleep when I get home, so I wouldn't test for maybe ten hours at least.
#14444 posted by necros on 2014/09/25 15:36:18
I hit max map verts on ne_ruins... there didn't seem like much I could do aside from simplifying geometry. The way I got around it was to create external bsp models for ceilings in some areas.
BSP2
#14445 posted by ijed on 2014/09/25 18:17:02
Thanks For The Help, Necros And Ijed.
#14446 posted by ionous on 2014/09/26 05:03:19
I'm going to rebuild the current map, turning it into a far smaller map (10-20%) of what I originally had planned. Down the line I'll probably try a BSP2 version, incorporating all the stuff I originally had planned.
Srsly
#14447 posted by ijed on 2014/09/26 13:30:33
Just try BSP2 - it doesn't require anything special apart from these http://www.disenchant.net/utils/ tools and the -bsp2 switch.
If it doesn't work or the vis time turns out to be measured in months then just chop it down to BSP1 as you had planned - it'll only take fifteen minutes to test and could allow you to finish the map as you wanted.
And... if the vis time is stupidly long then detail brushes will solve it, but you will have to go through the map and turn the fiddly bits into func_detail.
My RRP map compiles in under half an hour, and that's slightly bigger than average.
Oh Is That It?
#14448 posted by Ionous at work on 2014/09/26 13:57:19
I thought making a map into BSP2 format was far more complex. Hmm. The map compiles fine...maybe five minutes. Just too many brushes.
Unable To Setup Trenchbroom On Mac Correctly
#14449 posted by Fabrizio on 2014/09/26 15:18:31
Hello everyone,
I have just installed Trenchbroom on my Mac and despite I have set correctly the path to my Quake 3 folder and defined "baseq3" inside the Map Properties window, Entities don't show up and I get a lot of errors int he console such as: "Unable to find MDL 'progs/player.mdl'", etc.
Ideas? Is Trenchbroom compatible with Quake 3 Arena?
Thank you in advance for any help.
It Is Not
#14450 posted by Spirit on 2014/09/26 15:38:17
Quake means Quake.
Ionous
#14451 posted by ijed on 2014/09/27 17:31:40
I should mention the main risk: no limits means you can just add more stuff indefinitely and never finish.
Teleports?
#14452 posted by Blarget2 on 2014/09/30 03:56:50
How do I do them? I made a info_teleport_destination
and a trigger_teleport but I can no figure out how to link them in trenchbroom. Do I add a key and value?
#14453 posted by necros on 2014/09/30 04:55:19
target key on the trigger, targetname key on the destination, and set the value the same on both of them. Each separate teleport->destination pair should have a different value.
Teleport
#14454 posted by quaketree on 2014/09/30 04:56:46
http://quakewiki.org/wiki/info_teleport_destination
That should help. Basically you need a key value of "targetname" for both and they both need to be the same.
RE:teleport
#14455 posted by Blarget2 on 2014/09/30 05:05:06
I made both the info_teleport_destination and the trigger_teleport have targetname "name"
and it does not work.
Teleport Map
#14456 posted by Blarget2 on 2014/09/30 05:26:20
Here is the map. I don't know what is wrong...https://dl.dropboxusercontent.com/u/10224384/teleportmaptest.zip
Pretty Sure The Wiki Is Wrong
#14457 posted by ericw on 2014/09/30 05:39:10
and necros is correct. the key on the trigger_teleport should be "target", not "targetname"
#14458 posted by metlslime on 2014/09/30 05:39:33
no no...
trigger_teleport: "target" "blah"
info_teleport_destination: "targetname" "blah"
Yeah What He Said.
#14459 posted by metlslime on 2014/09/30 05:39:51
#14460 posted by Spirit on 2014/09/30 09:19:05
Please tell me if the wiki is broken and not allowing editing.
Aas
#14461 posted by bennett93 on 2014/09/30 20:35:37
when i load the map on devmap it loads then stops and go back to the main menu, there is a aas file and when i try to add bots in map it says aas not found/active
Moving Platforms
#14462 posted by Blarget2 on 2014/09/30 23:19:47
I went through the wii and no mention of func_plat anywhere. I added target and targetname stuff retrospectively, and I cant figure out how to make the floor move or even how to define the height.
#14463 posted by necros on 2014/10/01 02:53:18
/*QUAKED func_plat (0 .5 .8) ? plat_low_trigger
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.
Flags:
"plat_low_trigger"
???
Keys:
"height"
determines the amount the plat moves, instead of being implicitly determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
"speed"
moving speed (default: 150)
"targetname"
entity name
*/
#14464 posted by necros on 2014/10/01 02:59:01
meant to hit preview.
anyway, as you can see, the amount of movement is normally determined by the actual lift model. but you can override it with height.
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